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Merge pull request #8994 from KillianKirilenko/kk-adminships
ERT & Mercenary Ship Remodels
This commit is contained in:
@@ -63,4 +63,5 @@
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#define MAT_TITANIUMGLASS "ti-glass"
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#define MAT_PLASTITANIUM "plastitanium"
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#define MAT_PLASTITANIUMHULL "plastitanium hull"
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#define MAT_PLASTITANIUMGLASS "plastitanium glass"
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@@ -0,0 +1,6 @@
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//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
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/datum/antagonist/ert
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hard_cap = 12
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hard_cap_round = 12
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initial_spawn_req = 4
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initial_spawn_target = 12
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@@ -10,3 +10,16 @@
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check_weapons = TRUE
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auto_repair = TRUE
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can_salvage = FALSE
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/obj/machinery/porta_turret/stationary/syndie/CIWS
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name = "mercenary CIWS turret"
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desc = "A ship-grade weapons turret designed for anti-fighter defense."
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req_one_access = list(access_syndicate)
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installation = /obj/item/weapon/gun/energy/lasercannon
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health = 500
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maxhealth = 500
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enabled = TRUE
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lethal = TRUE
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check_weapons = TRUE
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auto_repair = TRUE
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can_salvage = FALSE
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@@ -0,0 +1,27 @@
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//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
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/obj/structure/closet/wardrobe/ert
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closet_appearance = /decl/closet_appearance/tactical/alt //because ert lockers are red for some dumb reason
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starts_with = list(
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/obj/item/clothing/under/ert,
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/obj/item/device/radio/headset/ert/alt,
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/obj/item/clothing/glasses/sunglasses,
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/obj/item/clothing/shoes/boots/swat,
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/obj/item/clothing/gloves/swat,
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/obj/item/clothing/mask/balaclava/tactical,
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/obj/item/clothing/mask/balaclava)
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//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
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/obj/structure/closet/wardrobe/merc
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name = "mercenary equipment"
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closet_appearance = /decl/closet_appearance/tactical
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starts_with = list(
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/obj/item/clothing/under/tactical,
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/obj/item/clothing/under/syndicate/combat,
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/obj/item/device/radio/headset/syndicate/alt,
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/obj/item/clothing/glasses/sunglasses,
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/obj/item/clothing/shoes/boots/combat,
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/obj/item/clothing/gloves/combat,
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/obj/item/clothing/mask/balaclava/tactical,
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/obj/item/clothing/mask/balaclava,
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/obj/item/clothing/mask/bandana/skull)
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@@ -96,9 +96,20 @@ var/list/flesh_overlay_cache = list()
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/turf/simulated/wall/rplastitanium/Initialize(mapload)
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. = ..(mapload, MAT_PLASTITANIUM,MAT_PLASTITANIUM,MAT_PLASTITANIUM)
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/turf/simulated/wall/plastitanium
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/turf/simulated/wall/plastitanium
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icon_state = "wall-plastitanium"
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icon = 'icons/turf/wall_masks_vr.dmi'
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/turf/simulated/wall/plastitanium/Initialize(mapload)
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. = ..(mapload, MAT_PLASTITANIUM, null,MAT_PLASTITANIUM)
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/turf/simulated/wall/rplastihull
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icon_state = "rhull-plastitanium"
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icon = 'icons/turf/wall_masks_vr.dmi'
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/turf/simulated/wall/rplastihull/Initialize(mapload)
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. = ..(mapload, MAT_PLASTITANIUMHULL,MAT_PLASTITANIUMHULL,MAT_PLASTITANIUMHULL)
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/turf/simulated/wall/plastihull
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icon_state = "hull-plastitanium"
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icon = 'icons/turf/wall_masks_vr.dmi'
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/turf/simulated/wall/plastihull/Initialize(mapload)
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. = ..(mapload, MAT_PLASTITANIUMHULL, null,MAT_PLASTITANIUMHULL)
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@@ -21,7 +21,7 @@
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type_to_spawn = /obj/item/stack/material/glass/titanium
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/obj/item/stack/material/plastitanium
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name = "plas-tanium sheets"
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name = "plastitanium sheets"
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icon = 'icons/obj/stacks_vr.dmi'
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icon_state = "sheet-plastitanium"
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item_state = "sheet-silver"
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@@ -32,8 +32,20 @@
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name = "stack of plastitanium"
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type_to_spawn = /obj/item/stack/material/plastitanium
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/obj/item/stack/material/plastitanium/hull
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name = "plastitanium hull sheets"
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icon = 'icons/obj/stacks_vr.dmi'
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icon_state = "sheet-plastitanium"
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item_state = "sheet-silver"
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no_variants = FALSE
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default_type = MAT_PLASTITANIUMHULL
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/obj/fiftyspawner/plastitanium_hull
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name = "stack of plastitanium"
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type_to_spawn = /obj/item/stack/material/plastitanium/hull
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/obj/item/stack/material/glass/plastitanium
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name = "plas-tanium glass sheets"
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name = "plastitanium glass sheets"
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icon = 'icons/obj/stacks_vr.dmi'
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icon_state = "sheet-plastitaniumglass"
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item_state = "sheet-silver"
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@@ -65,6 +65,17 @@
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composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT)
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supply_conversion_value = 8
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/material/plastitanium/hull
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name = MAT_PLASTITANIUMHULL
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stack_type = /obj/item/stack/material/plastitanium/hull
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icon_base = "hull"
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icon_reinf = "reinf_mesh"
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icon_colour = "#585658"
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explosion_resistance = 50
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/material/plastitanium/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
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new /obj/item/stack/material/plastitanium(target)
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/material/glass/plastaniumglass
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name = MAT_PLASTITANIUMGLASS
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display_name = "plas-titanium glass"
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Binary file not shown.
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Before Width: | Height: | Size: 340 B After Width: | Height: | Size: 409 B |
@@ -0,0 +1,216 @@
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// Compile in the map for CI testing if we're testing compileability of all the maps
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#if MAP_TEST
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#include "ert.dmm"
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#endif
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// Map template for spawning the shuttle
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/datum/map_template/om_ships/ert_ship
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name = "OM Ship - ERT Ship (New Z)"
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desc = "NT Emergency Response Ship."
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mappath = 'ert.dmm'
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// The ship's area(s)
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/area/ship/ert
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name = "\improper ERT Ship (Use a Subtype!)"
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icon_state = "shuttle2"
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requires_power = 1
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dynamic_lighting = 1
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/area/ship/ert/engine
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name = "\improper NRV Von Braun - Engine Bay"
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icon_state = "engine"
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/area/ship/ert/engineering
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name = "\improper NRV Von Braun - Engineering Control Room"
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icon_state = "engine_monitoring"
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/area/ship/ert/eng_storage
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name = "\improper NRV Von Braun - Engineering Storage"
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icon_state = "storage"
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/area/ship/ert/bridge
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name = "\improper NRV Von Braun - Bridge"
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icon_state = "centcom_command"
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/area/ship/ert/atmos
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name = "\improper NRV Von Braun - Atmospherics"
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icon_state = "atmos"
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/area/ship/ert/mech_bay
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name = "\improper NRV Von Braun - RIG & Mech Bay"
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icon_state = "yellow"
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/area/ship/ert/armoury_st
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name = "\improper NRV Von Braun - Standard Armoury"
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icon_state = "security"
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/area/ship/ert/armoury_dl
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name = "\improper NRV Von Braun - Delta Armoury"
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icon_state = "darkred"
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/area/ship/ert/hangar
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name = "\improper NRV Von Braun - Hangar"
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icon_state = "hangar"
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/area/ship/ert/barracks
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name = "\improper NRV Von Braun - Barracks"
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icon_state = "centcom_crew"
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/area/ship/ert/med
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name = "\improper NRV Von Braun - Medical"
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icon_state = "centcom_medical"
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/area/ship/ert/med_surg
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name = "\improper NRV Von Braun - Surgery"
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icon_state = "surgery"
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/area/ship/ert/hallways
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name = "\improper NRV Von Braun - Fore Corridors"
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icon_state = "centcom"
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/area/ship/ert/hallways_aft
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name = "\improper NRV Von Braun - Aft Corridors"
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icon_state = "centcom_hallway1"
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/area/ship/ert/dock_star
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name = "\improper NRV Von Braun - Starboard Airlock"
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icon_state = "exit"
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/area/ship/ert/dock_port
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name = "\improper NRV Von Braun - Port Airlock"
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icon_state = "exit"
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/area/ship/ert/teleporter
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name = "\improper NRV Von Braun - Teleporter"
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icon_state = "teleporter"
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/area/ship/ert/commander
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name = "\improper NRV Von Braun - Commander's Room"
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icon_state = "head_quarters"
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/area/shuttle/ert_ship_boat
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name = "\improper NRB Robineau"
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icon_state = "yellow"
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requires_power = 0
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// The 'shuttle' of the excursion shuttle
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// /datum/shuttle/autodock/overmap/ert_ship
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// name = "Unknown Vessel"
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// warmup_time = 0
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// current_location = "tether_excursion_hangar"
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// docking_controller_tag = "expshuttle_docker"
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// 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)
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// fuel_consumption = 3
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// The 'ship'
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/obj/effect/overmap/visitable/ship/ert_ship
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name = "NRV Von Braun"
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desc = "Spacefaring vessel. Broadcasting Corporate Emergency Responder IFF."
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scanner_desc = @{"[i]Registration[/i]: Nanotrasen RRV Von Braun
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[i]Class[/i]: [i]Kepler[/i]-class Frigate
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[i]Transponder[/i]: Broadcasting (ER-CORP)
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[b]Notice[/b]: Impeding or interfering with emergency response vessels is a breach of numerous interstellar codes. Approach with caution."}
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color = "#9999ff" //Blue
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vessel_mass = 8000
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vessel_size = SHIP_SIZE_LARGE
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fore_dir = EAST
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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")
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// initial_restricted_waypoints = list("NRV Von Braun's Bay" = list("omship_spawn_ert_lander"))
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/obj/effect/landmark/map_data/ert_ship
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height = 1
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/obj/effect/shuttle_landmark/premade/ert_ship_port
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name = "NRV Von Braun - Port Airlock"
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landmark_tag = "ert_ship_port"
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/obj/effect/shuttle_landmark/premade/ert_ship_star
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name = "NRV Von Braun - Starboard Airlock"
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landmark_tag = "ert_ship_star"
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/obj/effect/shuttle_landmark/premade/ert_ship_near_fore
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name = "Near NRV Von Braun (Fore)"
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landmark_tag = "ert_ship_near_fore"
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/obj/effect/shuttle_landmark/premade/ert_ship_near_aft
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name = "Near NRV Von Braun (Aft)"
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landmark_tag = "ert_ship_near_aft"
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/obj/effect/shuttle_landmark/premade/ert_ship_near_port
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name = "Near NRV Von Braun (Port)"
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landmark_tag = "ert_ship_near_port"
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/obj/effect/shuttle_landmark/premade/ert_ship_near_star
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name = "Near NRV Von Braun (Starboard)"
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landmark_tag = "ert_ship_near_star"
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// The shuttle's 'shuttle' computer
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/obj/machinery/computer/shuttle_control/explore/ert_ship_boat
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name = "boat control console"
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shuttle_tag = "NRB Robineau"
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// A shuttle lateloader landmark
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/obj/effect/shuttle_landmark/shuttle_initializer/ert_ship_boat
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name = "NRV Von Braun's Bay"
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base_area = /area/ship/ert/hangar
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base_turf = /turf/simulated/floor/plating
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landmark_tag = "omship_spawn_ert_lander"
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docking_controller = "ert_boarding_shuttle_dock"
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shuttle_type = /datum/shuttle/autodock/overmap/ert_ship_boat
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// The 'shuttle'
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/datum/shuttle/autodock/overmap/ert_ship_boat
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name = "NRB Robineau"
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current_location = "omship_spawn_ert_lander"
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docking_controller_tag = "ert_boarding_shuttle"
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shuttle_area = /area/shuttle/ert_ship_boat
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fuel_consumption = 0
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defer_initialisation = TRUE
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/obj/machinery/cryopod/ert_ship
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announce_channel = "Response Team"
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on_store_message = "has entered cryogenic storage."
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on_store_name = "NRV Von Braun Cryo"
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on_enter_visible_message = "starts climbing into the"
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on_enter_occupant_message = "You feel cool air surround you. You go numb as your senses turn inward."
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on_store_visible_message_1 = "hums and hisses as it moves"
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on_store_visible_message_2 = "into cryogenic storage."
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//Misc Stuff
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/obj/item/weapon/paper/ert_armory_cells
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name = "ERT Armory Cell Supply"
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info = {"To All Current ERT Members,<br>\
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All energy weapons here come installed with standard power cells, but the spares on the racks are self-charging tech.<br>\
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<br>\
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Some fancy new micro-RTG cells or something, I think?<br>\
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<br>\
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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>\
|
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<br>\
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<i>Lt. Cmdr. Sykes</i>"}
|
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|
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/obj/item/weapon/paper/vonbraun_shields
|
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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
|
||||
+26686
-3729
File diff suppressed because it is too large
Load Diff
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Load Diff
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Load Diff
@@ -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
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user