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Sign upAttach chainsaws to vehicles. #2347
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This was referenced Dec 27, 2015
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That's definitely not a 'Easy-fix' because we need to count a working chainsaw as a active trap, and such trap should work fine in case you vehicle overlap another (actual) trap on the map. The rest is easy, yes. |
illi-kun
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Apr 14, 2016
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This issue was closed as it appears inactive.Reducing open issues to those which are (or will) be actively worked upon helps us focus our efforts. This issue has not been deleted - it still appears in searches and if it contains relevant information you are encouraged to continue to link to it. If this issue was a bugIt should be reopened if it can be reproduced in the current build. You can obtain the most recent copy here. Please check there is not a more recent report of this bug before doing so. If no more recent report exists you should continue the discussion in this issue. If this was a feature requestIf the consensus was that the idea was good you could consider submitting an implementation via a PR. If you want to comment further please do so here as opposed to opening a new issue. Before posting check nobody has already made the same point and consider whether your comments are likely to lead to an implementation. If you have doubts about either consider instead voting for the issue If you want to work on this issueThen either assign it to yourself or if you are unable to do so claim it via adding a comment. Please don't assign others or make a general request for action. |
kevingranade commentedAug 7, 2013
Inspired by kilozombie's hilarious dda sims post:
http://smf.cataclysmdda.com/index.php?topic=2719.msg35890#msg35890
Add chainsaws basically as a cross between a blade and a turret, you reload them with gasoline, when fueled and running they do massive damage and are less likely to break off, when unfueled they act as a very poor blade attachment.
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