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Secbots are louder and have a delay before they attack #2460
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Created discussion thread: https://forum.ss13.co/showthread.php?tid=15255 |
Wanna also make secbots absorb weapons fire? Or at least when they get hit by the projectile? Not that it's particularly a nerf like is, but I've always felt like they should because shooting at them feels unresponsive. |
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Tried doing something like that, then I got distracted and made a bunch of projectile mob piercing code that accomplished this in a roundabout way. I'll probably implement that in a later PR, since it'll have to end up messing with projectile code if I don't want to make secbots dense. |
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looks pretty good
break | ||
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proc/weeoo() |
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😕
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should be named weewoo
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
About the PR
Secbots no longer instantly attack the moment they get in range of whatever they want to kill. Instead, they stop, spend a couple seconds to charge their baton, then try to stun their target. If that person is still right next to them when their thing is charged, they'll stun them, but if not, they'll chase after their target, and if they reach them within a second, they instantly zap them.
The secbot siren thing has been moved to its own proc, and is called in several places when in pursuit. Now there's no doubt about whether Beepsky's running someone down!
Also, non-beepsky secbots take 8 seconds to cuff someone, up from 6.
Why's this needed?
Secbots were awful to fight, and I think that their role should be to force badguys to keep moving, as opposed to outright catching them. Also, I like obnoxious noises.
Changelog