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[MAP] Added a new gravity generator which will produce gravity for the station. #3086

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merged 5 commits into from Mar 21, 2014

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Giacom
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@Giacom Giacom commented Mar 15, 2014

Sprites by Ausop, which he posted in his sprite thread.

Gif of it starting up.

http://filesmelt.com/dl/demo_gravity.gif

Gravity Generator

  • Provides gravity to the whole z level. If there is no gravity generator active in a z level then you will float on the floor like you do on space tiles. You can still move about by jumping off walls.
  • The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it can be repaired.
  • You cannot turn the machine on or off immediately, as it has to first charge or discharge, which will take a minute.
  • While charge or discharging it will give off a lot of radiation, requiring protective clothing. It will also make sounds and change the green energy overlay in the middle to indicate this to players.
  • When a gravity generator has been fully charged or discharged, if it has managed to change the z level's gravity it will then shake the screens of everyone in the level and play a noise.
  • Added the gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.

Misc

  • Changed C4 to stop del()'ing and instead will only use ex_act(). It will remove its overlay if it doesn't manage to destroy the attached object.
  • Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.
  • Removed the stun that people get when gravity changes.
  • Shuttles, the DJ station and the mining asteroid has gravity still. The derelict doesn't.
  • Someone wearing magboots in zero-g can walk on floor tiles normally.

…ion.

Sprites by Ausop, which he posted in his sprite thread.

The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.

Removed the stun that people get when gravity changes.
Shuttles have gravity still.

Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.
@RemieRichards
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👍 ❌ 💯 Love it.

This adds so much for Traitors and Sabotage.
I can already see jetpacking Nuke ops disabling gravity and zooming towards the disk.

From what I can see you also cleaned up how the gravity stuff worked, which is deserving of 👍 also.

@theOperand
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Not sure that I like how "simple" it is, but eh. Still incredibly cool so
👍

On Sat, Mar 15, 2014 at 6:16 PM, Robson Richards
notifications@github.comwrote:

[image: 👍][image: ❌][image: 💯] Love it.

This adds so much for Traitors and Sabotage.
I can already see jetpacking Nuke ops disabling gravity and zooming
towards the disk.

Reply to this email directly or view it on GitHubhttps://github.com//pull/3086#issuecomment-37731652
.

* Removed a misplaced object on the map.
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisenly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
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*Suprisingly

@theOperand
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@Glloyd @Metacide

@theOperand
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also it'd be hilarious if there was a gravity control computer in that room.

@Super-neji
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Absolutely adore it!
Love the way it explains the station's gravity in an interesting but not over complicated way, love the way it adds a fun little thing for engineering to play with, love the way it makes radiation slightly more prevalent. All it needs now is variable gravity settings, 5gees of crew crushing goodness sound good to anyone? Also, AI has control over this thing right? So we can go full on 2001 now?

@Giacom
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Giacom commented Mar 15, 2014

Also, AI has control over this thing right?

Yes.

@Giacom
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Giacom commented Mar 15, 2014

Here's a gif of the gravity generator starting up.

http://filesmelt.com/dl/demo_gravity.gif

@GunHog
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GunHog commented Mar 15, 2014

Does it have a control console? I would add one to generator room, and to the bridge, to show that you probably should not let everyone into what is supposed to be the station's control center.

Also, is this machine tied to the old "gravity failure" random event?

@Incoming5643
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I foresee people willingly disabling gravity so everyone gets the old movespeed back.

@Giacom
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Giacom commented Mar 15, 2014

Does it have a control console?

It's only controllable from the machine itself. I don't think having quick access to turn the gravity on or off at will is important.

Also, is this machine tied to the old "gravity failure" random event?

No and that event isn't compiled in, I don't think.

@Boggart
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Boggart commented Mar 15, 2014

Neat. 👍

Will areas created with the station blueprints have gravity?

@GunHog
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GunHog commented Mar 15, 2014

It is apparently for the whole Z-level, so creating a random floor tile in space will still have you attach to it, and such.

@Boggart
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Boggart commented Mar 15, 2014

If c4 is now using ex_act won't it not gib people with bomb resistant gear? (Captain, bomb suit, etc)

@GunHog
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GunHog commented Mar 15, 2014

Gia, is this something you would maaaaybe allow us to build? Say we could get the components from Cargo or build them in Science? Even the Particle Accelerator can be replaced!

@RemieRichards
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Building them would allow us to give gravity to any Z-level.
Which sounds like a fun task for rounds that drag on or for Derelict repair rounds

@theOperand
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It'd be cool if the square parts lowered when it's entirely discharged.
[minor nitpicking intensifies]

@Glloyd
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Glloyd commented Mar 15, 2014

Gotta love Ausops. This is pretty awesome, and as mentioned previously, it would be better if it was constructable.

@Giacom
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Giacom commented Mar 15, 2014

@Boggart It was always using ex_act, it just did a del() afterwards.

@Boggart
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Boggart commented Mar 15, 2014

If it's not constructable and it's that close to engineering, the singulo eating it is going to break gravity forever. (not that singulo isn't an instant shuttle call anyway) And yeah, it used ex_act but the del() made sure whatever it was stuck on was gone for good. I don't have a problem with having to strip someone's bomb suit off them but some people might. (para + c4 is pretty lame anyway.)

@Giacom
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Giacom commented Mar 15, 2014

The del() didn't apply to mobs.

@Metacide
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Looks great, will jam one into MetaStation some time soon.

👍

@Steelpoint
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I would hope that there is a small chance on round start that the Gravity Generator is offline!

Nonetheless, a very good addition. However given the Speed Alterations I do fear that people will intentionally shut down the Gravity Gen to get that increased movement speed.

@Giacom
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Giacom commented Mar 16, 2014

I had the same concerns as well. I'm going to wait until people are play testing it first before I make a decision on whether to change it or not.

@GunHog
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GunHog commented Mar 16, 2014

I started playing with it a bit. Having it off did allow me to run at the previous speeds, but it felt as if the floor were ice. Moving about gets a bit awkward, and the general physics of things change as well. The Clown would love this.

@Incoming5643
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Honestly I wouldn't change anything even if turning off the gravity for improved runspeed became round standard.

It'd just be a sign of player opinion.

@GunHog
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GunHog commented Mar 16, 2014

I feel that there should be an announcement for when the gravity state changes. Either from the station's announcement computer, or a general station alert visible from the station alerts computer and to the silicons.

@Giacom
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Giacom commented Mar 16, 2014

There's a sound effect and a camera shake when the gravity changes.

@GunHog
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GunHog commented Mar 16, 2014

That is...not much of an announcement for something that affects the entire Z-level, in my opinion.

@Incoming5643
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Isn't the event itself kind of a huge announcement? I mean unless you're the AI you would immediately know something is wrong.

@Giacom
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Giacom commented Mar 17, 2014

I'm going to wait until it is being play tested before I consider adding a big announcement, I feel the large camera shake and the alarm sfx will be enough.

@Limeliz
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Limeliz commented Mar 17, 2014

Wow what an awesome add! This soudns hilarious. Will items thrown during zero G keep its momentum and fly until it hits something? Throwing stuff in hallways could get very fun then! :-)

I agree on it being constructable, but probably after some R&D research and maybe order some components from CentCom (via Cargo).
And that it should be linked to the gravity failure event. And that it should sometimes be off when round starts (lets hope we got a CE and Captain!).

What would happen if there are two grav. generators on the same Z level? Would they be linked or would both have to be off for gravity to go down? If they're not linked/mirrored then someone could build another gravity generator hidden in space (same Z) as a backup if the regular one fails.

@Alek2ander
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#2907

@Giacom
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Giacom commented Mar 17, 2014

What would happen if there are two grav. generators on the same Z level? Would they be linked or would both have to be off for gravity to go down? If they're not linked/mirrored then someone could build another gravity generator hidden in space (same Z) as a backup if the regular one fails.

Both generators will be providing gravity to the station so one can go down without removing the gravity from the station. You would have to turn both off to disable the gravity.

They aren't buildable right now, I'm planning on adding it later, the idea of having to order the framework from cargo and then fit it with parts from RnD sounds good though.

@Limeliz
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Limeliz commented Mar 17, 2014

Great, sounds awesome!

@vista-
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vista- commented Mar 17, 2014

👍

@Balrog-was-here
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I foresee people willingly disabling gravity so everyone gets the old movespeed back.

I know I'd do it every round.

@Kromgar
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Kromgar commented Mar 20, 2014

Commit already

@Perakp
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Perakp commented Mar 20, 2014

Could be worthy a custom ambient sound like morgue has.

@Giacom
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Giacom commented Mar 21, 2014

It would be great if a maintainer can look at this before Saturday, so it can be play tested on the weekend.

@TheVekter
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Cool idea. Bit concerned with it being close to the singularity (damn thing already eats telecomms every round as it is), but otherwise, nice idea.

👍 to the control console idea. If it's giving off rads, the player probably shouldn't need to go in and turn it on/off except for emergencies. Will it run off of a SMES/separate system than the normal power?

@Razharas
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Since you now can disable gravity on station slipping needs to be tweaked so it is not only turf-depend but also gravity depend

@Giacom
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Giacom commented Mar 21, 2014

But the idea of slipping on a banana peel, in zero g, and it making you float out of an airlock sounds hilarious.

@Razharas
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Well ok then

Razharas added a commit that referenced this pull request Mar 21, 2014
[MAP] Added a new gravity generator which will produce gravity for the station.
@Razharas Razharas merged commit 4c4cadb into tgstation:master Mar 21, 2014
@GunHog
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GunHog commented Mar 21, 2014

@Metacide just letting you know that got merged! :)

@Metacide
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Thanks very much, added in #3136

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