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[CR] Roadblocks #8603

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merged 11 commits into from Aug 18, 2014

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@KA101
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commented Aug 17, 2014

I hated to leave that stash code sitting around unused, and given martial law and other similar counterinsurgency/zed-containment issues, roadblocks seemed an obvious solution.

Also includes a new turret and Upgraded high-end military bots. Hopefully you've got a spare LAW sitting around.

KA101 added some commits Aug 16, 2014

Blocking the Road
OK, got the barricades in place and a miltruck set.  Still WIP.
Anti-materiel turret!
I said I'd make a .50BMG turret.  Single-shot antimateriel, damage is
surprisingly variable.  :-/
Mil-Block in place
place_spawns is horribly imprecise.  This installs a miltruck blocking
the N/S road and a pair of turrets, along with some milcorpses.
Generally it's dropped off some troops, but sometimes the heavy-duty
bots are out!
@Rivet-the-Zombie

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commented Aug 17, 2014

This is going to be awesome.

KA101 added some commits Aug 17, 2014

Bots upgraded
This makes the chicken walker and tank drone much more lethal.  The tank
in particular is a serious threat on foot, and can bang up vehicles
pretty good too.  (Fae help you if your gas tanks are near the driver!)
Ammo tweak
If you can dodge/soak 20 shots, you deserve to have it go dry.

@KA101 KA101 changed the title [WIP] Roadblocks [CR] Roadblocks Aug 17, 2014

KA101 added some commits Aug 17, 2014

Police roadblock
Adds a less-lethal blockage, with police and 9mm turrets.
Probability fix
Resets the map-extra probabilities back to usual.
@KA101

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commented Aug 17, 2014

Still needs the notes/e-mails on how to not get 120mm'd.

Update: one survivor note and one lab note.

"description": "The 120mm cannon from a tankbot. If you have this, you'd best be debugging!",
"price": 99999999,
"material": "steel",
"flags": ["BACKBLAST", "NEVER_JAMS"],

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@KA101

KA101 Aug 17, 2014

Author Contributor

Yeah, I think letting it jam would be nice for folks. Remind me to nuke that.

// Make sure our ammo isn't weird.
if (z->ammo > 100) {
z->ammo = 100;
debugmsg("Generated too much ammo (%d) for %s in mattack::bmg_tur", z->ammo, z->name().c_str());

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@KA101

KA101 Aug 17, 2014

Author Contributor

Oops. Copy/paste error FTL. :-(

return;
}
if (!z->has_effect("targeted")) {
g->sound(z->posx(), z->posy(), 10, _("whirrrrrclick."));

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@KA101

KA101 Aug 17, 2014

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Unfortunately the AI is set such that nobody will ever hear the Ominous Swivel. Gonna take the JA2 approach and give a Bad Feeling, I think: "You have to move. NOW." or somesuch.

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@kevingranade

kevingranade Aug 18, 2014

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Regarding the 'bad feeling', how about telling the player a laser dot
appears on them?

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@Zireael07

Zireael07 Aug 18, 2014

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+1 to "A laser dot starts to move across your torso/head" message.

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@KA101

KA101 Aug 18, 2014

Author Contributor

Can certainly change it if you like. Let me know.

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@kevingranade

kevingranade Aug 18, 2014

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I agree that we want a warning of some kind, but don't like the premonition
idea. Plus laser dots are spooky.

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@KA101

KA101 Aug 18, 2014

Author Contributor

Fair enough. Currently the "premonitions" only happen if you can see it aiming, so they're more looking at it than a weird psi thing. Laser dot might not have that limitation.

I'm gonna be out for a few hours but will change it when I get back.

return;
}
if (g->u_see(z->posx(), z->posy())) {
add_msg(m_warning, _("The %s aims and fires!"), z->name().c_str());

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@KA101

KA101 Aug 17, 2014

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Perhaps "The %s's main cannon aims and fires!"

KA101 added some commits Aug 17, 2014

Attack tweaks
What I was commenting on, and a translation note.
Tankbot vulnerability
Helps to let people find out about the Tiny Flaw in the otherwise
indestructible killing machine.
Targeting warnings
Let people know when they might be insta-killed next turn, so they can
take proper precautions!

Rivet-the-Zombie added a commit that referenced this pull request Aug 18, 2014

@Rivet-the-Zombie Rivet-the-Zombie merged commit bcf223e into CleverRaven:master Aug 18, 2014

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@KA101 KA101 deleted the KA101:milroad branch Aug 18, 2014

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