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You could add this to the You Tool vending machine |
algo maintloot or engienering lockers |
ascii, for the life of me, please don't use hard black for your electrical tape's outlines |
also good PR, 10/10 |
what if I add this to budget insuls? |
I like this PR. One thing though, you should probably remove the other method of making gripper gloves if this new one is to be the intended method. The recipe can be found in the crafting folder. |
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Taped on insulated gloves don't appear on players and are impossible to take off. Also, they work 100% of the time, they only take damage 50% of the time.
The tape overlay on taped up machines only appears for me after reloading the game.
Also, the machines repaired with professional-grade duct tape as their tape_used, and not the other kinds of tape, seem to "forget" what tape was used for them after a few minutes, and start reporting runtimes with null values for their tape_used components. I don't know why they do this.
Also see #504. |
Co-authored-by: Superyodeler <51685082+Superyodeler@users.noreply.github.com>
Fixed some of the issues mentioned in comments and #504. Also added duct tape to engineering lockers and packaging tape to the quartermaster locker. |
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Finally figured out what was causing those runtimes, InheritComponent was being passed an null taped component and was causing runtimes when it tried to pull a tape_used out of it.
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Pretty sure I've figured out why the tape keeps vanishing from the taped up machines for me but not for you. If the tape roll used on the machines gets used all the way up, it gets deleted, and after some random amount of time, the taped component's tape_used value becomes null.
In addition, there is a runtime when using tape on a wall because it tries to fix the wall but the wall doesn't have an integrity.
It is also possible to attempt to use tape to repair your mood by clicking on the hud icon.
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The tape object being deleted doesn't cause problems anymore, but attempting to repair a wall still causes a runtime. In addition, I discovered that you can use duct tape on an object from any range, not just right next to it.
Finally found the issue with the walls, apparently I fudged the type sanitization and forgot to check proximity flags. After banging my head on the desk for a few hours I added the corrections. Gameplay-wise an intent requirement was added to prevent overlap of the embed tape application and repairing tape application. To apply the embed to items use disarm intent, to repair any obj use help intent and hopefully no more bugs ever again. |
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One more issue: autolathes currently cannot be repaired with tape with this change, they just spit out the message, "The professional-grade duct tape does not contain sufficient materials to be accepted by the autolathe."
The protolathes also send this message, but they get repaired anyways.
that seems to be more a bug with the lathes than the tape, not really a graceful way to bypass the material component calls |
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Found an item_flag that prevents the autolathe from trying to eat the tape, allowing it to actually get applied.
It looks like the reason this works is it gets the Autolathe's Material_Container's OnAttackBy proc to return before it can cancel the afterattack. |
A Co-authored-by: Superyodeler <51685082+Superyodeler@users.noreply.github.com>
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I think it works now.
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This has passed the vote and been approved, just needs a merge now. |
About The Pull Request
Adds new tape objects. Complete with the following features:
!EDIT! - Cuff times adjusted. Application is equal to default and break out time reduced to 15 seconds.
But that's not all, there is also tape variants!
Industrial Tapes
This includes the duct tape and electrical tape
![taped](https://user-images.githubusercontent.com/39249137/94642958-509c0f00-02ab-11eb-8e17-192d82cb6092.png)
These tapes can do all of the above and also can be used to repair any item with an obj_integrity.
Note that any sharp item or a pair of wirecutters will remove the tape, and any repairs the tape may have been doing.
Electrical tape will also apply insulation to any item it's wrapped in. You can even apply it to gloves for a pair of makeshift insuls! (Warning, this is stupid and has a 50% of not working)
NOTE: This PR does not add a way to make this tape obtainable currently.Tape has been added to the engineering lockers.
Why It's Good For The Game
This codebase is basically running on duct tape and sorcery, might as well let the players have some.
Changelog
馃啈
add: Added really robust tape
soundadd: adds tape sounds
imageadd: adds tape pictures
/:cl: