//STRIKE TEAMS var/const/commandos_possible = 6 //if more Commandos are needed in the future var/global/sent_strike_team = 0 /client/proc/strike_team() set category = "Fun" set name = "Spawn Death Squad" set desc = "Spawns a squad of commandos in CentCom if you want to run an admin event." if(!src.authenticated || !src.holder) src << "Only administrators may use this command." return if(!ticker) alert("The game hasn't started yet!") return if(world.time < 6000) alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.") return if(sent_strike_team == 1) alert("CentCom is already sending a team, Mr. Dumbass.") return if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")=="No") return alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.") TRYAGAIN var/input = input(usr, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "") if(!input) goto TRYAGAIN sent_strike_team = 1 if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1) emergency_shuttle.recall() world << "\blue Alert: The shuttle is going back!" var/commando_number = 6 //for selecting a leader var/leader_selected = 0 //when the leader is chosen. The last person spawned. var/commando_leader_rank = pick("Lieutenant", "Captain", "Major") //Code for spawning a nuke auth code. var/nuke_code = "[rand(10000, 99999.0)]" //Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos. var/mob/dead/observer/G var/list/commandos = list()//actual commando ghosts as picked by the user. var/list/candidates = list()//candidates for being a commando out of all the active ghosts in world. for(G in world) if(G.client) if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list. // if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing. candidates.Add(G) var/p=1 while(candidates.len&&p<=commandos_possible) G = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate. commandos.Add(G) p++ //Spawns commandos and equips them. for (var/obj/landmark/STARTLOC in world) if (STARTLOC.name == "Commando") var/mob/living/carbon/human/new_commando = new(STARTLOC.loc) var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major") var/commando_name = pick(last_names) new_commando.gender = pick(MALE, FEMALE) if (commando_number == 1) leader_selected = 1 if (leader_selected == 0) new_commando.real_name = "[commando_rank] [commando_name]" else new_commando.real_name = "[commando_leader_rank] [commando_name]" if (leader_selected == 0) new_commando.age = rand(23,35) else new_commando.age = rand(35,45) new_commando.b_type = pick("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-") new_commando.dna.ready_dna(new_commando) //Creates DNA //Creates mind stuff. new_commando.mind = new new_commando.mind.current = new_commando new_commando.mind.assigned_role = "Centcom Contractor" new_commando.mind.special_role = "Death Commando" new_commando.mind.store_memory("Nuke Code: \red [nuke_code].")//So they don't forget their code or mission. new_commando.mind.store_memory("Mission: \red [input].") new_commando.resistances += "alien_embryo" del(STARTLOC) var/obj/machinery/camera/cam = new /obj/machinery/camera(new_commando) //Gives all the commandos internals cameras. cam.network = "CREED" cam.c_tag = new_commando.real_name var/obj/item/device/radio/R = new /obj/item/device/radio/headset(new_commando) R.set_frequency(1441) new_commando.equip_if_possible(R, new_commando.slot_ears) if (leader_selected == 0) new_commando.equip_if_possible(new /obj/item/clothing/under/color/green(new_commando), new_commando.slot_w_uniform) else new_commando.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(new_commando), new_commando.slot_w_uniform) new_commando.equip_if_possible(new /obj/item/clothing/shoes/swat(new_commando), new_commando.slot_shoes) new_commando.equip_if_possible(new /obj/item/clothing/suit/armor/swat(new_commando), new_commando.slot_wear_suit) new_commando.equip_if_possible(new /obj/item/clothing/gloves/swat(new_commando), new_commando.slot_gloves) new_commando.equip_if_possible(new /obj/item/clothing/head/helmet/swat(new_commando), new_commando.slot_head) new_commando.equip_if_possible(new /obj/item/clothing/mask/gas/swat(new_commando), new_commando.slot_wear_mask) new_commando.equip_if_possible(new /obj/item/clothing/glasses/thermal(new_commando), new_commando.slot_glasses) new_commando.equip_if_possible(new /obj/item/weapon/storage/backpack(new_commando), new_commando.slot_back) new_commando.equip_if_possible(new /obj/item/weapon/ammo/a357(new_commando), new_commando.slot_in_backpack) new_commando.equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(new_commando), new_commando.slot_in_backpack) new_commando.equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(new_commando), new_commando.slot_in_backpack) new_commando.equip_if_possible(new /obj/item/device/flashlight(new_commando), new_commando.slot_in_backpack) if (leader_selected == 0) new_commando.equip_if_possible(new /obj/item/weapon/plastique(new_commando), new_commando.slot_in_backpack) else new_commando.equip_if_possible(new /obj/item/weapon/pinpointer(new_commando), new_commando.slot_in_backpack) if (leader_selected == 1) new_commando.equip_if_possible(new /obj/item/weapon/disk/nuclear(new_commando), new_commando.slot_in_backpack) new_commando.equip_if_possible(new /obj/item/weapon/sword(new_commando), new_commando.slot_l_store) new_commando.equip_if_possible(new /obj/item/weapon/flashbang(new_commando), new_commando.slot_r_store) new_commando.equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(new_commando), new_commando.slot_belt) var/obj/item/weapon/gun/revolver/GUN = new /obj/item/weapon/gun/revolver/mateba(new_commando) GUN.bullets = 7 new_commando.equip_if_possible(GUN, new_commando.slot_s_store) // new_commando.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(new_commando), new_commando.slot_l_hand) /*Commented out because Commandos now have their rifles spawn in front of them, along with operation manuals. Useful for copy pasta since I'm lazy.*/ var/obj/item/weapon/card/id/W = new(new_commando) W.name = "[new_commando.real_name]'s ID Card" W.access = get_all_accesses() W.assignment = "Death Commando" W.registered = new_commando.real_name new_commando.equip_if_possible(W, new_commando.slot_wear_id) if(commandos.len) G = pick(commandos) new_commando.mind.key = G.key//For mind stuff. new_commando.client = G.client del(G) else new_commando.key = "null" new_commando.mind.key = new_commando.key commando_number-- if (leader_selected == 0) new_commando << "\blue \nYou are a Special Ops. commando in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red[input]" else new_commando << "\blue \nYou are a Special Ops. LEADER in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red[input]" //Targets any nukes in the world and changes their auth code as needed. //Bad news for Nuke operatives--or great news. for(var/obj/machinery/nuclearbomb/NUAK in world) if (NUAK.name == "Nuclear Fission Explosive") NUAK.r_code = nuke_code for (var/obj/landmark/MANUAL) if (MANUAL.name == "Commando_Manual") new /obj/item/weapon/gun/energy/pulse_rifle(MANUAL.loc) var/obj/item/weapon/paper/PAPER = new(MANUAL.loc) PAPER.info = "
Good morning soldier!. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:
#1 Work as a team.
#2 Accomplish your objective at all costs.
#3 Leave no witnesses.
You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.
If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.
In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations LEADER is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.
Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.
To make the device functional:
#1 Place bomb in designated detonation zone
#2 Extend and anchor bomb (attack with hand).
#3 Insert Nuclear Auth. Disk into slot.
#4 Type numeric code into keypad ([nuke_code]).
Note: If you make a mistake press R to reset the device.
#5 Press the E button to log onto the device.
You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.
Note: Toggle off the SAFETY.
Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.
Note: THE BOMB IS STILL SET AND WILL DETONATE
Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.
The nuclear authorization code is: [nuke_code]
Good luck, soldier!
" PAPER.name = "Spec. Ops. Manual" for (var/obj/landmark/BOMB in world) if (BOMB.name == "Commando-Bomb") new /obj/spawner/newbomb/timer/syndicate(BOMB.loc) del(BOMB) message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1) log_admin("[key_name(usr)] used Spawn Death Squad.") //SPACE NINJAS /client/proc/space_ninja() set category = "Fun" set name = "Spawn Space Ninja" set desc = "Spawns a space ninja for when you just need a teenager with attitude." if(!src.authenticated || !src.holder) src << "Only administrators may use this command." return if(!ticker.mode)//Apparently, this doesn't actually prevent anything. Huh alert("The game hasn't started yet!") return TRYAGAIN var/input = input(usr, "Please specify which mission the space ninja shall undertake.", "Specify Mission", "") if(!input) goto TRYAGAIN var/list/LOCLIST = list() for(var/obj/landmark/X in world) if (X.name == "carpspawn") LOCLIST.Add(X) if(!LOCLIST.len) alert("No spawn location could be found. Aborting.") return var/obj/landmark/STARTLOC = pick(LOCLIST) var/mob/living/carbon/human/new_ninja = new(STARTLOC.loc) var/ninja_title = pick(ninja_titles) var/ninja_name = pick(ninja_names) new_ninja.gender = pick(MALE, FEMALE) new_ninja.real_name = "[ninja_title] [ninja_name]" new_ninja.age = rand(17,45) new_ninja.b_type = pick("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-") new_ninja.dna.ready_dna(new_ninja) new_ninja.mind = new new_ninja.mind.current = new_ninja new_ninja.mind.assigned_role = "Space Ninja" new_ninja.mind.special_role = "Space Ninja" new_ninja.mind.store_memory("Mission: \red [input].") new_ninja.resistances += "alien_embryo" var/obj/item/device/radio/R = new /obj/item/device/radio/headset(new_ninja) new_ninja.equip_if_possible(R, new_ninja.slot_ears) new_ninja.equip_if_possible(new /obj/item/clothing/under/color/black(new_ninja), new_ninja.slot_w_uniform) new_ninja.equip_if_possible(new /obj/item/clothing/shoes/space_ninja(new_ninja), new_ninja.slot_shoes) new_ninja.equip_if_possible(new /obj/item/clothing/suit/space/space_ninja(new_ninja), new_ninja.slot_wear_suit) new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves) new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head) new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/space_ninja(new_ninja), new_ninja.slot_wear_mask) new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt) new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store) new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store) var/obj/item/weapon/tank/emergency_oxygen/OXYTANK = new /obj/item/weapon/tank/emergency_oxygen(new_ninja) new_ninja.equip_if_possible(OXYTANK, new_ninja.slot_s_store) var/admin_name = src//In case admins want to spawn themselves as ninjas. Badmins var/mob/dead/observer/G var/list/candidates = list() for(G in world) if(G.client) if(((G.client.inactivity/10)/60) <= 5) candidates.Add(G) if(candidates.len) G = input("Pick character to spawn as the Space Ninja", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate. new_ninja.mind.key = G.key new_ninja.client = G.client del(G) else alert("Could not locate a suitable ghost. Aborting.") del(new_ninja) return new_ninja.internal = OXYTANK //So the poor ninja has something to breath when they spawn in spess. new_ninja.internals.icon_state = "internal1" new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan. The dreaded \red SPACE NINJA!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red [input]" new_ninja.verbs += /mob/proc/ninjashift new_ninja.verbs += /mob/proc/ninjajaunt new_ninja.verbs += /mob/proc/ninjasmoke new_ninja.verbs += /mob/proc/ninjapulse new_ninja.verbs += /mob/proc/ninjablade new_ninja.mind.special_verbs += /mob/proc/ninjashift new_ninja.mind.special_verbs += /mob/proc/ninjajaunt new_ninja.mind.special_verbs += /mob/proc/ninjasmoke new_ninja.mind.special_verbs += /mob/proc/ninjapulse new_ninja.mind.special_verbs += /mob/proc/ninjablade message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children!", 1) log_admin("[admin_name] used Spawn Space Ninja.") //SPACE NINJA ABILITIES /* // src << "\red Something has gone awry and you are missing one or more pieces of equipment." /mob/proc/ninjagear() if(!istype(src:wear_suit, /obj/item/clothing/suit/space/space_ninja)) return 0 else if(!istype(src:head, /obj/item/clothing/head/helmet/space/space_ninja)) return 0 else if(!istype(src:gloves, /obj/item/clothing/gloves/space_ninja)) return 0 else if(!istype(src:shoes, /obj/item/clothing/shoes/space_ninja)) return 0 else return 1 /mob/proc/ninjacost(var/cost) if(cost>src.wear_suit:energy) return 0 else src.wear_suit:energy=src.wear_suit:energy-cost return 1 //else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja)) // switch(src.wear_mask:mode) */ //Smoke //Summons smoke in radius of user. //Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs. /mob/proc/ninjasmoke() set name = "Smoke Bomb" set desc = "Blind your enemies momentarily with a well-placed smoke bomb." set category = "Ninja" if(src.stat) src << "\red You must be conscious to do this." return //add energy cost check //add warning message for low energy var/datum/effects/system/bad_smoke_spread/smoke = new /datum/effects/system/bad_smoke_spread() smoke.set_up(10, 0, src.loc) smoke.start() //subtract cost(5) //9-10 Tile Teleport //Click to to teleport 9-10 tiles in direction facing. /mob/proc/ninjajaunt() set name = "Phase Jaunt" set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing." set category = "Ninja" if(src.stat) src << "\red You must be conscious to do this." return //add energy cost check //add warning message for low energy var/list/turfs = new/list() var/turf/picked var/turf/mobloc = get_turf(src.loc) switch(src.dir) if(NORTH) //highest Y //X the same for(var/turf/T in orange(10)) if(T.density) continue if(T.x>world.maxx || T.x<1) continue if(T.y>world.maxy || T.y<1) continue if((T.y-mobloc.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue turfs += T if(SOUTH) //lowest Y //X the same for(var/turf/T in orange(10)) if(T.density) continue if(T.x>world.maxx || T.x<1) continue if(T.y>world.maxy || T.y<1) continue if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue turfs += T if(EAST) //highest X //Y the same for(var/turf/T in orange(10)) if(T.density) continue if(T.x>world.maxx || T.x<1) continue if(T.y>world.maxy || T.y<1) continue if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue turfs += T if(WEST) //lowest X //Y the same for(var/turf/T in orange(10)) if(T.density) continue if(T.x>world.maxx || T.x<1) continue if(T.y>world.maxy || T.y<1) continue if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue turfs += T else return if(!turfs.len)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge. src << "\red The VOID-shift device is malfunctioning, teleportation failed." return picked = pick(turfs) spawn(0) anim(mobloc,'mob.dmi',src,"phaseout") src.loc = picked spawn(0) anim(src.loc,'mob.dmi',src,"phasein") spawn(0) //Any living mobs in teleport area are gibbed. for(var/mob/living/M in picked) if(M==src) continue M.gib() //subtract cost(10) //Right Click Teleport //Right click to teleport somewhere, almost exactly like admin jump to turf. /mob/proc/ninjashift(var/turf/T in oview()) set name = "Phase Shift" set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view." set category = null//So it does not show up on the panel can still be right-clicked. if(src.stat) src << "\red You must be conscious to do this." return //add energy cost check //add warning message for low energy if(T.density) src << "\red You cannot teleport into solid walls." return var/turf/mobloc = get_turf(src.loc) spawn(0) anim(mobloc,'mob.dmi',src,"phaseout") src.loc = T spawn(0) anim(src.loc,'mob.dmi',src,"phasein") spawn(0) //Any living mobs in teleport area are gibbed. for(var/mob/living/M in T) if(M==src) continue M.gib() //subtract cost(20) //EMP Pulse //Disables nearby tech equipment. /mob/proc/ninjapulse() set name = "EM Burst" set desc = "Disable any nearby technology with a electro-magnetic pulse." set category = "Ninja" if(src.stat) src << "\red You must be conscious to do this." return //add energy cost check //add warning message for low energy empulse(src, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch. //subtract cost(25) /mob/proc/ninjablade() //Summon Energy Blade //Summons a blade of energy in active hand. set name = "Energy Blade" set desc = "Create a focused beam of energy in your active hand." set category = "Ninja" if(src.stat) src << "\red You must be conscious to do this." return //add energy cost check //add warning message for low energy if(!src.get_active_hand()&&!istype(src.get_inactive_hand(), /obj/item/weapon/blade)) var/obj/item/weapon/blade/W = new() src.put_in_hand(W) /* /mob/proc/ninjastar(var/mob/living/M in oview()) */