Merge pull request #8994 from KillianKirilenko/kk-adminships

ERT & Mercenary Ship Remodels
This commit is contained in:
Novacat
2020-09-27 17:21:14 -04:00
committed by GitHub
15 changed files with 61958 additions and 3734 deletions
+1
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@@ -63,4 +63,5 @@
#define MAT_TITANIUMGLASS "ti-glass"
#define MAT_PLASTITANIUM "plastitanium"
#define MAT_PLASTITANIUMHULL "plastitanium hull"
#define MAT_PLASTITANIUMGLASS "plastitanium glass"
+6
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@@ -0,0 +1,6 @@
//boosted ERT spawn/cap numbers to match the Von Braun's spawns, just to be safe. not much point going to all the effort of giving you twelve slots if only seven can ever be used without admin fuckery. -Killian
/datum/antagonist/ert
hard_cap = 12
hard_cap_round = 12
initial_spawn_req = 4
initial_spawn_target = 12
+13
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@@ -10,3 +10,16 @@
check_weapons = TRUE
auto_repair = TRUE
can_salvage = FALSE
/obj/machinery/porta_turret/stationary/syndie/CIWS
name = "mercenary CIWS turret"
desc = "A ship-grade weapons turret designed for anti-fighter defense."
req_one_access = list(access_syndicate)
installation = /obj/item/weapon/gun/energy/lasercannon
health = 500
maxhealth = 500
enabled = TRUE
lethal = TRUE
check_weapons = TRUE
auto_repair = TRUE
can_salvage = FALSE
@@ -0,0 +1,27 @@
//ert wardrobe override, because these guys really don't need edgy red lockers with CCO dress uniforms, syndi(!!) turtlenecks, two edgy skull bandanas, or facemasks with no sprite. -Killian
/obj/structure/closet/wardrobe/ert
closet_appearance = /decl/closet_appearance/tactical/alt //because ert lockers are red for some dumb reason
starts_with = list(
/obj/item/clothing/under/ert,
/obj/item/device/radio/headset/ert/alt,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/shoes/boots/swat,
/obj/item/clothing/gloves/swat,
/obj/item/clothing/mask/balaclava/tactical,
/obj/item/clothing/mask/balaclava)
//would you believe mercs have no official locker? well, now they do. basically just a rebranded ERT locker but hey, it's an option. -Killian
/obj/structure/closet/wardrobe/merc
name = "mercenary equipment"
closet_appearance = /decl/closet_appearance/tactical
starts_with = list(
/obj/item/clothing/under/tactical,
/obj/item/clothing/under/syndicate/combat,
/obj/item/device/radio/headset/syndicate/alt,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/shoes/boots/combat,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/mask/balaclava/tactical,
/obj/item/clothing/mask/balaclava,
/obj/item/clothing/mask/bandana/skull)
+12 -1
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@@ -96,9 +96,20 @@ var/list/flesh_overlay_cache = list()
/turf/simulated/wall/rplastitanium/Initialize(mapload)
. = ..(mapload, MAT_PLASTITANIUM,MAT_PLASTITANIUM,MAT_PLASTITANIUM)
/turf/simulated/wall/plastitanium
/turf/simulated/wall/plastitanium
icon_state = "wall-plastitanium"
icon = 'icons/turf/wall_masks_vr.dmi'
/turf/simulated/wall/plastitanium/Initialize(mapload)
. = ..(mapload, MAT_PLASTITANIUM, null,MAT_PLASTITANIUM)
/turf/simulated/wall/rplastihull
icon_state = "rhull-plastitanium"
icon = 'icons/turf/wall_masks_vr.dmi'
/turf/simulated/wall/rplastihull/Initialize(mapload)
. = ..(mapload, MAT_PLASTITANIUMHULL,MAT_PLASTITANIUMHULL,MAT_PLASTITANIUMHULL)
/turf/simulated/wall/plastihull
icon_state = "hull-plastitanium"
icon = 'icons/turf/wall_masks_vr.dmi'
/turf/simulated/wall/plastihull/Initialize(mapload)
. = ..(mapload, MAT_PLASTITANIUMHULL, null,MAT_PLASTITANIUMHULL)
+14 -2
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@@ -21,7 +21,7 @@
type_to_spawn = /obj/item/stack/material/glass/titanium
/obj/item/stack/material/plastitanium
name = "plas-tanium sheets"
name = "plastitanium sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
@@ -32,8 +32,20 @@
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium
/obj/item/stack/material/plastitanium/hull
name = "plastitanium hull sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitanium"
item_state = "sheet-silver"
no_variants = FALSE
default_type = MAT_PLASTITANIUMHULL
/obj/fiftyspawner/plastitanium_hull
name = "stack of plastitanium"
type_to_spawn = /obj/item/stack/material/plastitanium/hull
/obj/item/stack/material/glass/plastitanium
name = "plas-tanium glass sheets"
name = "plastitanium glass sheets"
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-silver"
+11
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@@ -65,6 +65,17 @@
composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT)
supply_conversion_value = 8
/material/plastitanium/hull
name = MAT_PLASTITANIUMHULL
stack_type = /obj/item/stack/material/plastitanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#585658"
explosion_resistance = 50
/material/plastitanium/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/plastitanium(target)
/material/glass/plastaniumglass
name = MAT_PLASTITANIUMGLASS
display_name = "plas-titanium glass"
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// Compile in the map for CI testing if we're testing compileability of all the maps
#if MAP_TEST
#include "ert.dmm"
#endif
// Map template for spawning the shuttle
/datum/map_template/om_ships/ert_ship
name = "OM Ship - ERT Ship (New Z)"
desc = "NT Emergency Response Ship."
mappath = 'ert.dmm'
// The ship's area(s)
/area/ship/ert
name = "\improper ERT Ship (Use a Subtype!)"
icon_state = "shuttle2"
requires_power = 1
dynamic_lighting = 1
/area/ship/ert/engine
name = "\improper NRV Von Braun - Engine Bay"
icon_state = "engine"
/area/ship/ert/engineering
name = "\improper NRV Von Braun - Engineering Control Room"
icon_state = "engine_monitoring"
/area/ship/ert/eng_storage
name = "\improper NRV Von Braun - Engineering Storage"
icon_state = "storage"
/area/ship/ert/bridge
name = "\improper NRV Von Braun - Bridge"
icon_state = "centcom_command"
/area/ship/ert/atmos
name = "\improper NRV Von Braun - Atmospherics"
icon_state = "atmos"
/area/ship/ert/mech_bay
name = "\improper NRV Von Braun - RIG & Mech Bay"
icon_state = "yellow"
/area/ship/ert/armoury_st
name = "\improper NRV Von Braun - Standard Armoury"
icon_state = "security"
/area/ship/ert/armoury_dl
name = "\improper NRV Von Braun - Delta Armoury"
icon_state = "darkred"
/area/ship/ert/hangar
name = "\improper NRV Von Braun - Hangar"
icon_state = "hangar"
/area/ship/ert/barracks
name = "\improper NRV Von Braun - Barracks"
icon_state = "centcom_crew"
/area/ship/ert/med
name = "\improper NRV Von Braun - Medical"
icon_state = "centcom_medical"
/area/ship/ert/med_surg
name = "\improper NRV Von Braun - Surgery"
icon_state = "surgery"
/area/ship/ert/hallways
name = "\improper NRV Von Braun - Fore Corridors"
icon_state = "centcom"
/area/ship/ert/hallways_aft
name = "\improper NRV Von Braun - Aft Corridors"
icon_state = "centcom_hallway1"
/area/ship/ert/dock_star
name = "\improper NRV Von Braun - Starboard Airlock"
icon_state = "exit"
/area/ship/ert/dock_port
name = "\improper NRV Von Braun - Port Airlock"
icon_state = "exit"
/area/ship/ert/teleporter
name = "\improper NRV Von Braun - Teleporter"
icon_state = "teleporter"
/area/ship/ert/commander
name = "\improper NRV Von Braun - Commander's Room"
icon_state = "head_quarters"
/area/shuttle/ert_ship_boat
name = "\improper NRB Robineau"
icon_state = "yellow"
requires_power = 0
// The 'shuttle' of the excursion shuttle
// /datum/shuttle/autodock/overmap/ert_ship
// name = "Unknown Vessel"
// warmup_time = 0
// current_location = "tether_excursion_hangar"
// docking_controller_tag = "expshuttle_docker"
// shuttle_area = list(/area/ship/ert/engineering, /area/ship/ert/engineeringcntrl, /area/ship/ert/bridge, /area/ship/ert/atmos, /area/ship/ert/air, /area/ship/ert/engine, /area/ship/ert/engine1, /area/ship/ert/armoury, /area/ship/ert/hangar, /area/ship/ert/barracks, /area/ship/ert/fighter, /area/ship/ert/med, /area/ship/ert/med1, /area/ship/ert/hall1, /area/ship/ert/hall2)
// fuel_consumption = 3
// The 'ship'
/obj/effect/overmap/visitable/ship/ert_ship
name = "NRV Von Braun"
desc = "Spacefaring vessel. Broadcasting Corporate Emergency Responder IFF."
scanner_desc = @{"[i]Registration[/i]: Nanotrasen RRV Von Braun
[i]Class[/i]: [i]Kepler[/i]-class Frigate
[i]Transponder[/i]: Broadcasting (ER-CORP)
[b]Notice[/b]: Impeding or interfering with emergency response vessels is a breach of numerous interstellar codes. Approach with caution."}
color = "#9999ff" //Blue
vessel_mass = 8000
vessel_size = SHIP_SIZE_LARGE
fore_dir = EAST
initial_generic_waypoints = list("ert_ship_near_fore", "ert_ship_near_aft", "ert_ship_near_port", "ert_ship_near_star", "ert_ship_port", "ert_ship_star", "ert_ship_base_dock", "omship_spawn_ert_lander")
// initial_restricted_waypoints = list("NRV Von Braun's Bay" = list("omship_spawn_ert_lander"))
/obj/effect/landmark/map_data/ert_ship
height = 1
/obj/effect/shuttle_landmark/premade/ert_ship_port
name = "NRV Von Braun - Port Airlock"
landmark_tag = "ert_ship_port"
/obj/effect/shuttle_landmark/premade/ert_ship_star
name = "NRV Von Braun - Starboard Airlock"
landmark_tag = "ert_ship_star"
/obj/effect/shuttle_landmark/premade/ert_ship_near_fore
name = "Near NRV Von Braun (Fore)"
landmark_tag = "ert_ship_near_fore"
/obj/effect/shuttle_landmark/premade/ert_ship_near_aft
name = "Near NRV Von Braun (Aft)"
landmark_tag = "ert_ship_near_aft"
/obj/effect/shuttle_landmark/premade/ert_ship_near_port
name = "Near NRV Von Braun (Port)"
landmark_tag = "ert_ship_near_port"
/obj/effect/shuttle_landmark/premade/ert_ship_near_star
name = "Near NRV Von Braun (Starboard)"
landmark_tag = "ert_ship_near_star"
// The shuttle's 'shuttle' computer
/obj/machinery/computer/shuttle_control/explore/ert_ship_boat
name = "boat control console"
shuttle_tag = "NRB Robineau"
// A shuttle lateloader landmark
/obj/effect/shuttle_landmark/shuttle_initializer/ert_ship_boat
name = "NRV Von Braun's Bay"
base_area = /area/ship/ert/hangar
base_turf = /turf/simulated/floor/plating
landmark_tag = "omship_spawn_ert_lander"
docking_controller = "ert_boarding_shuttle_dock"
shuttle_type = /datum/shuttle/autodock/overmap/ert_ship_boat
// The 'shuttle'
/datum/shuttle/autodock/overmap/ert_ship_boat
name = "NRB Robineau"
current_location = "omship_spawn_ert_lander"
docking_controller_tag = "ert_boarding_shuttle"
shuttle_area = /area/shuttle/ert_ship_boat
fuel_consumption = 0
defer_initialisation = TRUE
/obj/machinery/cryopod/ert_ship
announce_channel = "Response Team"
on_store_message = "has entered cryogenic storage."
on_store_name = "NRV Von Braun Cryo"
on_enter_visible_message = "starts climbing into the"
on_enter_occupant_message = "You feel cool air surround you. You go numb as your senses turn inward."
on_store_visible_message_1 = "hums and hisses as it moves"
on_store_visible_message_2 = "into cryogenic storage."
//Misc Stuff
/obj/item/weapon/paper/ert_armory_cells
name = "ERT Armory Cell Supply"
info = {"To All Current ERT Members,<br>\
All energy weapons here come installed with standard power cells, but the spares on the racks are self-charging tech.<br>\
<br>\
Some fancy new micro-RTG cells or something, I think?<br>\
<br>\
Point is they're fairly expensive and probably prototypes or something, so for the love of God and your own career don't lose any of them and put them back when you return from a sortie.<br>\
<br>\
<i>Lt. Cmdr. Sykes</i>"}
/obj/item/weapon/paper/vonbraun_shields
name = "NRV Von Braun Shield Configuration Documentation"
info = {"To All Current ERT Members,<br>\
Be advised that use of the NRV Von Braun's shield generator (located adjacent to this document) is strongly recommended when responding to calls, but also that it is not impervious, nor is the ship's point defense system flawless.<br>\
<br>\
Recommended settings as follows:<br>\
Photonic: Off (PD will not work with it enabled!)<br>\
EM: On<br>\
Humanoids: Off<br>\
Atmospheric: Off<br>\
Hull Shield: On<br>\
Radius: 42<br>\
<br>\
The shield generator will tax the Von Braun's reserves greatly so try to use it sparingly. Do not be afraid to use it however, as the Von Braun represents the Company making a <i>significant</i> investment in this sector's future. I can bail you out if the occasional intern goes missing or you break something minor, but if you go flying this thing through an asteroid belt and get massive holes blown in it Central <b>will</b> make <u>everyone</u> involved disappear <b><u>permanently</b></u>.<br>\
<br>\
<i>Lt. Cmdr. Sykes</i>"}
/obj/machinery/computer/cryopod/ert
name = "responder oversight console"
desc = "An interface between responders and the cryo oversight systems tasked with keeping track of all responders who enter or exit cryostasis."
circuit = "/obj/item/weapon/circuitboard/robotstoragecontrol"
storage_type = "responders"
storage_name = "ERT Oversight Control"
allow_items = 1
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@@ -0,0 +1,273 @@
// Compile in the map for CI testing if we're testing compileability of all the maps
#if MAP_TEST
#include "mercship.dmm"
#endif
// Map template for spawning the shuttle
/datum/map_template/om_ships/manta_ship
name = "OM Ship - Mercenary Cruiser (New Z)"
desc = "Mercenary Manta Cruiser."
mappath = 'kk_mercship.dmm'
// The ship's area(s)
/area/ship/manta
name = "\improper ERT Ship (Use a Subtype!)"
icon_state = "shuttle2"
requires_power = 1
dynamic_lighting = 1
/area/ship/manta/engine
name = "\improper Mercenary Cruiser - Engine Bay"
icon_state = "engine"
/area/ship/manta/engineering
name = "\improper Mercenary Cruiser - Engineering Control Room"
icon_state = "engine_monitoring"
/area/ship/manta/bridge
name = "\improper Mercenary Cruiser - Bridge"
icon_state = "syndie-control"
/area/ship/manta/atmos
name = "\improper Mercenary Cruiser - Atmospherics"
icon_state = "atmos"
/area/ship/manta/mech_bay
name = "\improper Mercenary Cruiser - Mech Bay"
icon_state = "mechbay"
/area/ship/manta/armoury_st
name = "\improper Mercenary Cruiser - Standard Armoury"
icon_state = "armory"
/area/ship/manta/armoury_as
name = "\improper Mercenary Cruiser - Assault Armoury"
icon_state = "Tactical"
/area/ship/manta/hangar
name = "\improper Mercenary Cruiser - Hangar"
icon_state = "hangar"
/area/ship/manta/barracks
name = "\improper Mercenary Cruiser - Barracks"
icon_state = "syndie-elite"
/area/ship/manta/barracks/bed_1
name = "\improper Mercenary Cruiser - Bunkroom 1"
icon_state = "syndie-elite"
/area/ship/manta/barracks/bed_2
name = "\improper Mercenary Cruiser - Bunkroom 2"
icon_state = "syndie-elite"
/area/ship/manta/med
name = "\improper Mercenary Cruiser - Medical"
icon_state = "medbay"
/area/ship/manta/hallways_star
name = "\improper Mercenary Cruiser - Starboard Corridors"
icon_state = "smaint"
/area/ship/manta/hallways_port
name = "\improper Mercenary Cruiser - Port Corridors"
icon_state = "pmaint"
/area/ship/manta/hallways_aft
name = "\improper Mercenary Cruiser - Aft Corridors"
icon_state = "green"
/area/ship/manta/dock_star
name = "\improper Mercenary Cruiser - Starboard Airlock"
icon_state = "exit"
/area/ship/manta/dock_port
name = "\improper Mercenary Cruiser - Port Airlock"
icon_state = "exit"
/area/ship/manta/radiator_star
name = "\improper Mercenary Cruiser - Starboard Radiator Array"
icon_state = "east"
/area/ship/manta/radiator_port
name = "\improper Mercenary Cruiser - Port Radiator Array"
icon_state = "west"
/area/ship/manta/teleporter
name = "\improper Mercenary Cruiser - Teleporter"
icon_state = "teleporter"
/area/ship/manta/commander
name = "\improper Mercenary Cruiser - Commander's Room"
icon_state = "head_quarters"
/area/ship/manta/holding
name = "\improper Mercenary Cruiser - Holding Cells"
icon_state = "brig"
/area/ship/manta/recreation
name = "\improper Mercenary Cruiser - Recreation & Supplies"
icon_state = "recreation_area"
/area/shuttle/manta_ship_boat
name = "\improper SAARE Lander"
icon_state = "syndie-ship"
requires_power = 0
// The 'shuttle' of the excursion shuttle
// /datum/shuttle/autodock/overmap/manta_ship
// name = "Unknown Vessel"
// warmup_time = 0
// current_location = "tether_excursion_hangar"
// docking_controller_tag = "expshuttle_docker"
// shuttle_area = list(/area/ship/manta/engineering, /area/ship/manta/engineeringcntrl, /area/ship/manta/bridge, /area/ship/manta/atmos, /area/ship/manta/air, /area/ship/manta/engine, /area/ship/manta/engine1, /area/ship/manta/armoury, /area/ship/manta/hangar, /area/ship/manta/barracks, /area/ship/manta/fighter, /area/ship/manta/med, /area/ship/manta/med1, /area/ship/manta/hall1, /area/ship/manta/hall2)
// fuel_consumption = 3
// The 'ship'
/obj/effect/overmap/visitable/ship/manta_ship
name = "SAARE Typhon Four-Niner"
desc = "Spacefaring vessel. Broadcasting Private Military Contractor IFF."
scanner_desc = @{"[i]Registration[/i]: SAARE Mercenary Cruiser Typhon Four-Niner
[i]Class[/i]: [i]Manta[/i]-class Cruiser
[i]Transponder[/i]: Broadcasting (PMC)
[b]Notice[/b]: SAARE are unlikely to tolerate civilian or corporate personnel interfering with their affairs. Approach with caution."}
color = "#333333" //TACTICAL BLACK
vessel_mass = 8000
vessel_size = SHIP_SIZE_LARGE
initial_generic_waypoints = list("manta_ship_near_fore", "manta_ship_near_aft", "manta_ship_near_port", "manta_ship_near_star", "manta_ship_port", "manta_ship_star", "manta_ship_base_dock", "omship_spawn_manta_lander")
// initial_restricted_waypoints = list("Mercenary Cruiser's Bay" = list("omship_spawn_manta_lander"))
/obj/effect/landmark/map_data/manta_ship
height = 1
/obj/effect/shuttle_landmark/premade/manta_ship_port
name = "SAARE Cruiser - Port Airlock"
landmark_tag = "manta_ship_port"
/obj/effect/shuttle_landmark/premade/manta_ship_star
name = "SAARE Cruiser - Starboard Airlock"
landmark_tag = "manta_ship_star"
/obj/effect/shuttle_landmark/premade/manta_ship_near_fore
name = "Near SAARE Cruiser (Fore)"
landmark_tag = "manta_ship_near_fore"
/obj/effect/shuttle_landmark/premade/manta_ship_near_aft
name = "Near SAARE Cruiser (Aft)"
landmark_tag = "manta_ship_near_aft"
/obj/effect/shuttle_landmark/premade/manta_ship_near_port
name = "Near SAARE Cruiser (Port)"
landmark_tag = "manta_ship_near_port"
/obj/effect/shuttle_landmark/premade/manta_ship_near_star
name = "Near SAARE Cruiser (Starboard)"
landmark_tag = "manta_ship_near_star"
// The shuttle's 'shuttle' computer
/obj/machinery/computer/shuttle_control/explore/manta_ship_boat
name = "boat control console"
shuttle_tag = "Boarding Craft"
// A shuttle lateloader landmark
/obj/effect/shuttle_landmark/shuttle_initializer/manta_ship_boat
name = "Mercenary Cruiser's Bay"
base_area = /area/ship/manta/hangar
base_turf = /turf/simulated/floor/plating
landmark_tag = "omship_spawn_manta_lander"
docking_controller = "manta_boarding_shuttle_dock"
shuttle_type = /datum/shuttle/autodock/overmap/manta_ship_boat
// The 'shuttle'
/obj/machinery/computer/shuttle_control/explore/manta_ship_boat
name = "LC control console"
shuttle_tag = "Boarding Craft"
req_one_access = list(150)
/datum/shuttle/autodock/overmap/manta_ship_boat
name = "Boarding Craft"
current_location = "omship_spawn_manta_lander"
docking_controller_tag = "manta_boarding_shuttle"
shuttle_area = /area/shuttle/manta_ship_boat
fuel_consumption = 0 //this thing is too big already, let's just handwave everything
defer_initialisation = TRUE
/obj/effect/overmap/visitable/ship/landable/manta_ship_boat
scanner_name = "SAARE Landing Craft"
desc = "Spacefaring vessel. Broadcasting Private Military Contractor IFF."
scanner_desc = @{"[i]Registration[/i]: SAARE Mercenary Cruiser Typhon Four-Niner's Lander
[i]Class[/i]: Unknown Shuttle-approximate
[i]Transponder[/i]: Broadcasting (PMC)
[b]Notice[/b]: SAARE are unlikely to tolerate civilian or corporate personnel interfering with their affairs. Approach with caution."}
color = "#3366FF"
color = "#333333" //TACTICAL BLACK
vessel_mass = 500
vessel_size = SHIP_SIZE_TINY
shuttle = "Boarding Craft"
/obj/machinery/cryopod/manta_ship
announce_channel = "Mercenary"
on_store_message = "has entered cryogenic storage."
on_store_name = "Mercenary Cruiser Cryo"
on_enter_visible_message = "starts climbing into the"
on_enter_occupant_message = "You feel cool air surround you. You go numb as your senses turn inward."
on_store_visible_message_1 = "hums and hisses as it moves"
on_store_visible_message_2 = "into cryogenic storage."
//Misc Stuff
/obj/item/weapon/paper/manta_shields
name = "Shield Setup"
info = {"To All Personnel,<br>\
The cruiser's shield generator is intended to keep asteroids and pesky railgun rounds off our ass, so make sure you use it if we get into a scuffle.<br>\
<br>\
Recommended settings as follows:<br>\
Photonic: Off (or else the point defense won't work!!)<br>\
Electromagnetic: On<br>\
Humanoid: Off<br>\
Atmosphere: Off<br>\
Hull Shield: On<br>\
Radius: 28 minimum<br>\
<br>\
The shield generator's a hungry beast and will drain the cruiser's reserves fairly quick, so don't overuse it. Don't be afraid to use it either, as this ship's a <i>serious</i> investment. If you fuck up, I <u>won't</u> be sticking my neck out for you, you get me? This 'Lieutenant Commander Sykes' asshole is enough of a pain already.<br>\
<br>\
<i>Capt. Thorne</i>"}
/obj/item/weapon/paper/manta_new_personnel_brief
name = "Fresh Personnel Primer"
info = {"To All <i>New</i> Personnel,<br>\
Welcome to your new home, the SAARE Typhon Four-Niner. This Manta-class Cruiser is equipped with everything you should ever need to conduct operations against any target we may encounter during our contracts. If you're reading this, you're probably in the Barracks right now; at the outer edge of the starboard wing are the Holding Cells. To the fore of the barracks is the Medbay, pray you don't end up there.<br>\
<br>\
Front and center is the Landing Craft Hangar, and just behind that is the Bridge. Off the Bridge, you'll find my quarters and the teleporter room. Aft of the Bridge is Engineering and the Engine Bay; I suggest steering clear unless you want to get an accidental dose of radiation. Engineering is flanked by the Radiator Arrays which are supposed to help keep our heat signature under control, as well as a pair of small airlocks.<br>\
<br>\
Finally, over in the port wing you'll find the recreation area and kitchen along with all of the armory and outfitting space for weapons, armor, and even our mech. If you <i>somehow</i> get authorization to take that out you better bring it back in one piece, by the way; it wasn't cheap. If it gets wrecked I'm taking the repair and replacement costs out of your paychecks until it's paid off.<br>\
<br>\
You don't want to know how long it's going to take to pay off.<br>\
<br>\
<i>Capt. Thorne</i>"}
/obj/item/weapon/paper/manta_approach_tactics
name = "Installation Approach"
info = {"To All Personnel,<br>\
Word of advice: this ship isn't exactly sneaky, despite our best efforts. If we pull up around a major site <i>they're going to notice</i>. Now sure we have the whole transponder thing that should throw them off for a bit, but sooner or later they're gonna catch on, <i>especially</i> if you go in loud. Fortunately for you all, our handy-dandy little landing craft <i>is</i> stealthy, and can get you aboard most ships, stations, or outposts without too much fuss. Better yet it's an all-passive system, so you don't even need to turn it on or worry about some idiot accidentally turning it off.<br>\
<br>\
We've also been supplied with a few packs of 'liberated' SAARE gear for use as disguises, so use them if you need to. Sometimes the stealthy approach is the best path.<br>\
<br>\
<i>Capt. Thorne</i>"}
/obj/item/weapon/paper/manta_prisoners
name = "Prisoner Management"
info = {"To All Personnel,<br>\
I don't care if they're 'not being cooperative', for the love of fuck if another high-value prisoner 'disappears' under your watch <i>you are fucking next</i>, do I make myself clear? I don't care if it's some schmuck we picked up during a raid who happened to be in the wrong place at the wrong time, but if it's someone we're trying to extract information from or ransom or whatever then they better not vanish.<br>\
<br>\
<i>Capt. Thorne</i><br>\
<br>\
P.S. If you gotta cut 'em up or whatever try not to make too much of a mess, and clean up when you're done. Don't trail blood all over my damn ship, and don't get them killed by infections either."}
/obj/machinery/computer/cryopod/merc
name = "mercenary oversight console"
desc = "An interface between mercenaries and the cryo oversight systems tasked with keeping track of all mercenaries who enter or exit cryostasis."
circuit = "/obj/item/weapon/circuitboard/robotstoragecontrol"
storage_type = "mercenaries"
storage_name = "Merc Oversight Control"
allow_items = 1
+10 -2
View File
@@ -54,6 +54,10 @@
//////////////////////////////////////////////////////////////////////////////
//Antag/Event/ERT Areas
#include "../../submaps/admin_use_vr/ert.dm"
#include "../../submaps/admin_use_vr/mercship.dm"
/datum/map_template/admin_use/ert
name = "Special Area - ERT"
desc = "It's the ERT ship! Lorge."
@@ -65,7 +69,12 @@
mappath = 'maps/submaps/admin_use_vr/tradeship.dmm'
/datum/map_template/admin_use/mercenary
name = "Special Area - Merc Base"
name = "Special Area - Merc Ship"
desc = "Prepare tae be boarded, arr!"
mappath = 'maps/submaps/admin_use_vr/kk_mercship.dmm'
/datum/map_template/admin_use/old_mercenary
name = "Special Area - Old Merc Base"
desc = "So much red!"
mappath = 'maps/submaps/admin_use_vr/mercbase.dmm'
@@ -330,7 +339,6 @@
#if AWAY_MISSION_TEST
#include "../../submaps/admin_use_vr/spa.dmm"
#endif
#include "../../submaps/admin_use_vr/fun.dm"
/datum/map_template/tether_lateload/fun/spa
name = "Space Spa"
+2
View File
@@ -520,6 +520,7 @@
#include "code\game\antagonist\outsider\commando.dm"
#include "code\game\antagonist\outsider\deathsquad.dm"
#include "code\game\antagonist\outsider\ert.dm"
#include "code\game\antagonist\outsider\ert_vr.dm"
#include "code\game\antagonist\outsider\mercenary.dm"
#include "code\game\antagonist\outsider\ninja.dm"
#include "code\game\antagonist\outsider\raider.dm"
@@ -1450,6 +1451,7 @@
#include "code\game\objects\structures\crates_lockers\closets\utility_closets_vr.dm"
#include "code\game\objects\structures\crates_lockers\closets\walllocker.dm"
#include "code\game\objects\structures\crates_lockers\closets\wardrobe.dm"
#include "code\game\objects\structures\crates_lockers\closets\wardrobe_vr.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\bar.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\cargo.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\cargo_vr.dm"