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Airlock Seals 2: I'm dumb and a fool edition #53114
Airlock Seals 2: I'm dumb and a fool edition #53114
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cool pull request
I'll be amazed if this actually works, but lets give it a punt
please work
Also changes the return from a failed attempt to TRUE, so a failed attempt returns correctly and we don't continue attempting to open the door (previously this would trigger the safety lock on an unpowered arrivals door despite it being sealed)
basically just changes "this airlock" to "[src]"
… maybe nulls the variables, if I understood what that means correctly
…appveyor and travis to shit themselves also adds a thing to stop message spam if you unseal constantly
if you think it shouldn't then yell at me and I'll undo it
The main issue I take with this from a design standpoint is that there's zero trade-off to them. There's no real reason to not just put these on literally every door and provide pretty objective advantages. |
Do you have to take off the seal every time you need to go through the door, then put it back on the door behind you? |
Yes, there's a 3 second seal time and a 2 second unseal time (I made the unseal shorter so you're always losing ground if you're trying to use these in a chase against a human), so you'd have to wait 5 seconds after doing this to each door. I could up the times to make it more arduous to both apply and remove, if you think it's too quick. Something like 7 seconds seal, 2 seconds unseal (I don't want a long unseal time because that sort of gives them a use for delaying human enemies, which is not the goal) is probably long enough to put people off sealing literally every door on the station. |
Yeah, I would only put these on low traffic, high security or very high danger areas. maybe nuke ops? I dunno |
I forgot to ever comment again but yeh I actually just completely misunderstood the feature, it actually seems fine. |
This will make me play Alien: Isolation finally. Fuck aliens and fuck simple mobs. |
I don't actually love it, please merge this so I can forget about it
wait a second aren't airlock seals basically reinforced tables/ welding doors |
sort of, a lot of the things this is supposed to counter can just walk over tables anyway, like spiders and xenos and what have you. It also doubles the integrity of the airlock, which welding doesn't do. |
Geez laweez. Sorry this has been hanging so long. I've now assigned myself to it. I'll see about getting this merged as soon as. It's definitely overdue and I'm not sure how you slipped under our radars. Current triage is as follows:
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so it matches the overlay on the door better (i made it less rectangular by a single pixel)
Things wot I have tested so far: 1: I have used the seal on every single airlock currently in the game (even the double airlock used in ruins). It works and displays correctly, and I can remove it from all of them. If there's any other edge case interactions that I can't think of, just say and I'll test them. |
code/game/machinery/doors/door.dm
Outdated
* Called when attempting to remove the seal from an airlock | ||
* | ||
* Here because we need to call it and return if there was a seal so we don't try to open the door | ||
* or try it's safety lock while it's sealed |
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* or try it's safety lock while it's sealed | |
* or try its safety lock while it's sealed |
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Yes, I am being that pedantic! Muahahaha.
He, his. She, hers. It, its.
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fuck, how did I not notice this
its its its its its
About The Pull Request
This is basically just an exact remake of #52595 except without all the bumbling fuckups I made due to being dumb. Mega thanks to Rohesie for helping me, considering literally all of the problems were ones I made for myself (the merge conflict was literally due to a missing cricket bat icon). In conclusion, I'm dumb.
Why It's Good For The Game
Makes it harder for aliens, cyborgs, and simplemobs to get into places the crew don't want them, while being easy to remove by humans.
Changelog
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add: Adds door seals to the game, printable at engineering and security lathes after they've been researched. Makes airlocks much harder to smash down if you can't remove them.
tweak: Slightly changed how bonus health to an airlock works
/:cl: