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Adds a cover lock for fire alarms, makes fire alarms trip the lock when a fire is encountered #11271
Conversation
If you don't have a crowbar, disabling the fire alarm is the only way to pass through a fire-lock |
Would you like for me to add in a manual release for a fire lock, like how a few other codebases handle it? |
Can silicons turn on the lock too? A sprite update for when it is locked would be good. |
Silicons can toggle the lock the same as atmospheric technicians can. |
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Please add a visual indicator for when the alarms are locked.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Would like @PowerfulBacon's opinion on this as well before merging myself though. I have no issues with a crewmember helplessly dying trapped inside of firelocks, it's way better than the alternative scenario for both crew and the antag which caused the firestorm in most cases. Their target is trapped and killed, and the rest of the crew doesn't deal with the selfish aftermath of them letting the hellfire spread and negating the purpose of bulkheads in the first place. |
I think people should still have some way of passing firelocks in a situation where they are trapped within environmental hazard since environmental hazards are only fun when there's actually something you can do about them. If a fire just causes everyone in the room to die then and there's no escaping them, then that would be horrifically unfun. In addition to this, firedoors need to not be an impassable barrier for when there are no fires, if an antag is running through the hall them the AI shouldn't be able to fully trap the person. (I believe they can use their ID on the door in this case) I don't really think a lock should exist for the sake of preventing people from upping firelocks alone, since people up the firelocks because they are annoying and get in the way. |
I am still fine with this being merged though since if it becomes unfun and annoying, people will complain and we can just change it |
I think this is one of those barriers that's positive overall, if it isn't the players will definitely be letting us know. Going to let this sit a little longer for Xeon to respond themselves for now though. |
I believe it'll be positive overall, but we'll have to see based off player experience, I believe. Unsure what else to really mention, myself. Oh and I added in the function of being able to toggle the lock with an ID or a PDA with access. |
About The Pull Request
Adds in a toggleable cover lock for fire alarms, able to be toggled with Alt Click and atleast an atmopsherics level ID.
The lock is also triggered when a fire is detected.
Why It's Good For The Game
Finally allows our engineers to lock fire alarms so that some random assistant can't undo the fire alarm, making the fire spread.
Testing Photographs and Procedure
Screenshots&Videos
2024-08-07.03-31-21.mp4
Changelog
🆑 XeonMations
add: Gave fire alarms a toggleable lock. (Requires atmospherics access)
balance: Fire alarms now lock themselves when they detect a fire.
/:cl: