New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Centcom change, Deathsquad buff and Abductors get the new advanced camera console. #9028
Conversation
👎 until every floor tile in CC has a random gun on it |
Could you try to expand the abductor ships and add some medical supplies, a recharger and a holding cell to them? The feedback thread has a neat design. |
if the abductor ships don't look like a UFO you failed |
Sure, @Miauw62. I noticed they're already a little bit bigger than they were before, but I'll see if I can give them more of a tear-drop shape. |
You should add some sort of Powersource sitting inside. Could be a unsimulated tile with a Supermatter Shard. Also add some damn wings or something they look like boxes |
theyre supposed to look like boxes they're ufos |
You can't tell what they look like from the inside anyway, so adding any additional shape to them would only effect ghosts, and would probably look terrible anyway. |
Still add a powersource that glows or something. To the inside so it looks fanceh. Also it needsa tile that actually looks alien considering those are just AI tiles. It would be interesting to have a fleshy appearance or perhaps chrome |
just copy some of the XCOM ships |
doesn't feel UFO enough |
add indestructible windows. and some sort of fake controls. |
The scientist should be able to use the camera monitor and the teleportation console simultaneously. Running back and forth will be annoying. |
A recharger wouldn't be a bad idea for the agent's pistol. |
Please put the camera console back next to the teleporter. It would be MAD annoying to have to move between them constantly. |
@GunHog Where would you put it? My biggest gripe with the shuttle layout as it stands is the fact you have to move from the surgery table to you tools. Moving for a camera while scouting is one thing, moving while trying to keep someone restrained and operate on them is something very different. In fact, I may have a solution, but I'm not sure if it'll work. Watch this space, I guess. |
There is no real point to using the table to store the tools anyway. The Scientist has only his Science tool, leaving plenty of space in his backpack to hold all the surgery implements. Unlike a human, the Scientist does not have to share them with anyone else, so keeping them in the backpack is no hindrance at all. |
Yeah maybe it's a good idea to replace the topmost table with the advanced camera console. There's plenty of space for all the tools on the other two tables. |
…ilure when they were spawned correctly.
Oh my God, an actual use for the previously-unused bed subtype? This gets all my +1's |
That's not just there for flavour, @Xhuis. I figured if a team ever captures more than one person at once, they'll need some way of restraining one person while working on the other. |
Exactly! It's both flavorful and gives it a use. |
Argh, aparently there's something special about the abductor camera consoles? EDIT: Double checked, the camera consoles are fine, no need to panic. |
@GunHog that wasn't the issue. This PR actually converts them from regular consoles to the new AI-style ones. |
Have you fixed #9046 in this PR? The agent vest cameras having the same name means that you can only view one at a time. I recommend adding their designation to the camera tag. Also, since the abductors cannot communicate with other ones from different ships, it may be wise to disallow marking another ship's agent. That, or allow them to communicate so they do not step on each other's toes, or in a more amusing situation, attack and abduct another ship's agent! |
HUD icons for abductor ayyliens of your team, other teams, and humans that are already processed. |
@GunHog I haven't fix that, since this PR wasn't really meant to deal with any abductor code at all, I just tagged in a map edit on their ships to save the trouble of having to have two map edit PRs that could potentially conflict. |
Centcom change, Deathsquad buff and Abductors get the new advanced camera console.
Wait, I did not notice this before: You changed the DS frequency from 1441 to 1337. I would like you to please keep that channel colored and with a name. Normal radios cannot reach down to that level. |
oh no 1337 conflicts with random_frequency()! (which is just return 1337) |
"random". |
Whatever you did to comms, it is causing breaks in my script. I am not sure what yet, though. |
When was the last test you did? |
I just tried it live on the server, was not broadcasting properly. My script is complex, I will have to do extensive private code to find out. |
|
||
// --- Centcom radio, yo. --- | ||
|
||
else if(data == 4) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This, right here, along with the other one, is what broke NTSL. Data set to four is for Artificial Transmissions, I.E. signals sent by scripts. In addition, this bypasses normal tcomms signal logging due to this. I will need to change it in order to fix NTSL.
Centcom change, Deathsquad buff and Abductors get the new advanced camera console.
So, first up. Centcom gets yet another redesign:
Having cargo at the top was pretty dumb, but now I've utilized the extra room to add an "Administrative Office", which can be used for fun stuff with events and briefing ERTs/whatever.
And here's everything else:
Fixes #8995