* Indent some comments for ease of read
* Edit the armor values to be more readable, also add radiactive and bio checks.
* Add damage threshold and penetration thresholds.
If you do not enough damage, it will simply bounce off consistently. Something that does 1 damage to a person would be so ridiculously nothing to a mech that it shouldn't achieve anything.
- If you throw a pebble at a mech, it will probably do nothing unless decently good as a weapon.
Additionally, your armor reduces the effectiveness of most attacks without a minimum of armor piercing.
- A flat hit with an hammer might be damaging to a squishy human, but it would probably not be all that effective against armored outerskin. The damage will be reduced to 2/3 or x0.66 to remark on this.
* Add a couple example values to the ripley and durand.
* Move the value by which failed penetrations damage is reduced to. God this is a mouthful to say out loud.
* Change the damage message from 'no denting' to 'bounces off'
* Fix an indentation error
* Small variable tweak.
* Add some work for random mechs
- Add a few variants of worn down, slightly busted mechs, this is specifically intended for mech bay later on.
- Add a random spawner with pretty much every mecho inside of it.
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* Several mecho things:
- Add a comment to mecha.dm
- Add a forgotten comma
- Delete the vague attempt at a marauder cleared thing.
- Correctly change max health on the gygax
* Make it so the Marauder/old doesn't spawn with stuff
* Add a weaker list of mechs without phazon & marauder
* veymed voidsuits upgrade
* unathi streamlined suit polish
* link to #7301
removes the specific checks from SSU.dm and adds no_cycle
* teshari subtype
* Fixes prommies passively chonking it up
Fixes prommies passively gaining nutrition on every tick to reach the maxcap within minutes by just standing around regardless if they're even standing on dirt or even standing on a turf at all.
* Update prometheans.dm
* Update prometheans.dm
* Fix a typo in a verb.
* Add straffing to mechs. This took my entire morning goddamnit.
You now have a straffing verb. Very convenient to shoot while firing back.
Thanks to @drexample even if i didn't use all that much of the original code i stole.
* Change straffing to strafing.
* Correct an oversight.
* Add a variable that determines whether or not you are in a mech or fighter at the moment.
* Rework a lot of mech code backend and add clickable buttons.
- Gygax overload, Durand defence mode, phazon phase, marauder smoke, zoom and thrusters have been made into modular things. Just put the 'smoke_possible' var to get those actions.
- Move most abilities that aren't for default mechs to 'Mecha_actions.dm' for less huge of a file. Marauder abilities to be moved shortly.
- Lot of verbs have been broken into procs such as toggle_lights() now being a verb refering to a lights() proc for easier work later on.
- Delete some movement code duplications.
- Changed the smoke system to be more up to date, inspiration taken from the cooking machines.
* Space out some things for ease for reading.
* Improve the damage readout for mechs on examine
* Improve speed boost code to an easier to modify version.
* Deleting a couple few forgotten debug messages.
* Fix a typo in a verb.
* Add straffing to mechs. This took my entire morning goddamnit.
You now have a straffing verb. Very convenient to shoot while firing back.
Thanks to @drexample even if i didn't use all that much of the original code i stole.
* Change straffing to strafing.
* Correct an oversight.
- Replace changes from 8c7371c5d4
- Removed debugging prints in skybox generation
- Reverted change to GetConnnectedZLevels to avoid the chicken-or-egg initialization issue of find_z_levels() requiring knowledge of a sector's z-levels during the attempt to determine a sector's z-levels.
- Make find_z_levels() always called again so that lazy open space initialization works on landable ships again.
- Instead, allow static configuration of sector map_z to override the default behavior of calling GetConnectedZLevels()
The default falloff value for sounds is 0.5 (lower means quieter).
There was only 3 things ingame with a sound falloff of a whole whopping 5 (10x)
These things were explosions, telepads, and instruments.
One had a volume of 25%, another one had a volume based on distance threshold, and you can probably guess which one of the bunch had a hardcoded 100% volume.
Fancy that a downstream noticed this and got me to check all the way up here. So fix here, too for all the rest down the line.
Changelog Notes:
- Fixes typo in Solar Storm announcement with refrain being spelled "refain" instead.