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Minor VR sleeper related changes #36974
Conversation
Perhaps you can up it into an effect like this |
Might be out of the scope of what you're up to, but could VR spawned humans have a different alpha or something to clearly tell the crew they aren't real? Had some issues with it the one time that the VR spawn was on the station. |
@ExcessiveUseOfCobblestone if someone gives me a sprite maybe. |
It's also something that probably won't pop up too much either. You can still edit the category, it just takes a little effort. |
@Nabski89 I am not really interested into making them too different. |
Someone put the spawn on the station one time and it caused some grief because the people in "VR" were basically full re-spawning grief fest antags and none of the crew knew what was going on with them. I think in their more intended use VR doesn't need that. Honestly I still haven't bothered setting one of these up myself. |
Well...how to get VR sleeper besides events? |
@arsserpentarium I was thinking of repurposing the away mission system with VR spawns and having some put on the station eventually. So people can do something else but it doesn't derail the round for loot hunting. |
@DaxDupont I think, that sleepers should be removed. Instead of them there should be mescalin. When you have this reagent in blood, you are transferred to "vr". |
@arsserpentarium Not interested, sorry. |
sounds like fun but also sounds like a pain |
Still funny. |
[Changelogs]:
馃啈 Dax Dupont
add: Hugbox version of the VR sleeper you can't emag.
admin: There's now two categorized vr landmarks for two teams for easy spawning. You can also now rebuild/refresh all the VR spawnpoints by calling build_spawnpoints(1) on any sleeper.
/:cl:
[why]: Landmarks are annoying to work with and there wasn't an easy way to rebuild all the spawn points for admins. Also added a hugbox sleeper for events.