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A variant of a working capsule of nuke ops #29683
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A variant of a working capsule of nuke ops #29683
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RSI Diff Bot; head commit d7ea5e5 merging into 1faa1b5 Resources/Textures/Markers/droppod.rsi
Resources/Textures/Objects/Specific/Syndicate/droppodconsole.rsi
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I think there needs to be a marker that appears to dictate where its landing so you dont get squashed |
Are there cuts in the videos? It looks like the teleportation is happening instantly (as opposed to the claimed 12 seconds) when you close the console window. |
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This shouldn't require manually mapping points and please read the conventions guide as a lot of this is out of date.
namespace Content.Server.DropPod | ||
{ | ||
[RegisterComponent] | ||
public sealed partial class DropPodLighthouseComponent : Component |
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A lighthouse is a маяк which stands by the sea, you need beacon
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Thanks for explaining. I fixed it.
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droppod-console-ui-window = DropPod Console | |||
droppod-console-ui-refresh-points = Update the list of landing points | |||
droppod-console-ui-start-landing = Start disembarking |
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Should be "Launch" or "Start launch sequence" or something similar. "Disembarking" is used for people, not objects.
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I fixed it.
public bool Announcement = true; | ||
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[DataField("text")] | ||
public string Text = "Attention! A hostile corporation is trying to move an object to your station... The travel time is 12 seconds. The approximate coordinates of the movement are as follows: "; |
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These kinds of announcements (e.g. Space Dragon rifts) now use the approximate location, as coordinates don't tell much to most players. Also I think such things usually go into ftl files, but I'm a dilettante in this.
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So in this ad there will be an approximate location, because the exact coordinates will be determined later by adding a scatter radius
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Yeah, this should use a LocId string.
Also, the time shouldn't be written into the string. It should be passed as a variable that can be placed in the string by the localization system.
Look at the code. There, the time depends on the console component. The admin console has teleportation for only 1 second |
So the situation with the crushed captain is more interesting... no? |
I just dont imagine it being fun for anyone aside from the nukies or ghosts at the very least, infuriating at most |
You're probably right. I'll add this |
Okay. I think the launch button should become permanently green/grey at launch, for better user feedback. |
…of-Nuke-Ops Update dropod.ftl
Lighthouse -> Beacon
I love this, will there be a FTL phase and sound effects added to it in the future? |
Actually, I wanted to add. |
Uh i dont know if this is still being worked on. But i think it would be a better idea to have its launch points be based on station beacons because they should be mapped onto every station and they make it very clear where youre going to land. |
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So, uh, how's it going? |
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Everything here uses extremely outdated code formats, and root system of DropPod's movement is extremely sus, and has no right to be merged into the master without a complete rewrite from scratch.
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; | ||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; | ||
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namespace Content.Server.DropPod |
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outdated namespace format
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using Robust.Shared.Prototypes; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; |
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why?
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They would do imports before building as these are the sourcegenned ones, I would bet.
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using Robust.Shared.Prototypes; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; |
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why?
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using Robust.Shared.Prototypes; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; |
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outdated, remove
@@ -0,0 +1,28 @@ | |||
using Robust.Shared.Prototypes; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; |
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outdated
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using Robust.Shared.Prototypes; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; | |||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; |
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sus
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; | ||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; | ||
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namespace Content.Server.DropPod |
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namespace sus
public string NameLandingPoint = "unknow"; // The name of the point that the player will see when activating the DropPod console | ||
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[DataField("uin")] | ||
public int UIN = 1; // The unique identification number of the point (each must have its own unique one!) |
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use EntityUid for it
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- type: entity | |||
name: DropPod Beacon |
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Don't add tokens that players can't interact with. We have Beacons that store the name of locations and are mapped to all stations, use them.
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The green cross sprite is a separate sprite that is layered over all other markers. Fix the sprites, see how they are made in other markers.
About the PR
In this PR, I propose an option that will make it possible to use a capsule located at the base of nuclear operatives
Why / Balance
This will give you the opportunity to storm the station with the help of new tactics... And it will be interesting.
There are two possible outcomes when using the capsule:
Technical details
The object for teleportation is determined by two beacons that are diagonally opposite. It is enough to place 2 points on the current base of nuclear operatives for everything to start working... But I still suggest the option of creating a new capsule, which will be located on tiles of the "plating" type, because this, taking into account my code, will not make it possible to teleport any boxes outside the capsule...
Media
Breaking changes
Content.Server\NukeOps\WarDeclaratorSystem.cs
Changelog
🆑 BeatusCrow