Closed SirRichardFrancis closed 6 months ago
can't wait for IH to set up checkpoints and give out speeding fines
Maintainer's Merge this right now
we CM now baby
How does it look if I lie down behind the south state barrier?
Toes peek out no matter what, but with no hat head isn't visible. Will make a screenshot tomorrow.
Code should be fine, probably best tested (can't rely on "trust me bro", sadly), and:
That's a meme. Basic functionality is tested well, while balance aspect is less so (I mean adjusting how long it takes to destroy each barricade with whatever weapon, explosive or tool). Cause regardless of what I go with in terms of stats, this feature got balance/salt PRs coming anyway.
Rainbow Six Siege experience. And so you can put them in crates, too.
Maybe maybe maybe.
Those three barricades in armory look silly.
Very unfortunate indeed.
- I really don't like how 4-way barriers look in guild lobby and first section
Their worst (imo the only) offence is having the ugliest shadow on Eris, which makes them look disconnected from the floor. Still, the sprite itself is good, and ambient occlusion effect could be removed later.
don't we have already have shutters for that?
My brother in Space Jesus, why don't you make comments like than on PRs that add new guns?
- Barbed wire looks kinda meh in maintenance, they could be darker a little (since maints)
That's true, you're not the only one to notice. They'll become darker in the future, but at the moment it is what it is.
Toes peek out no matter what, but with no hat head isn't visible. Will make a screenshot tomorrow.
This is a problem because it hides a lot of the sprite that you usually want to click on, and I'm not sure how to deal with it unless we go some gay way "you're always over it" or something.
My brother in Space Jesus, why don't you make comments like than on PRs that add new guns?
This isn't a gun PR though.
I like these additions, however I do agree that the sprites don't seem to mesh well with our existing palettes. The mechanics themselves match well with existing cover combat mechanics, and could help further improve gunplay in a defensive manner that rewards tactics more so than good aim or powergaming, a definite positive in my book.
Special interactions, such as wirecutters to cut apart barbed wire (with a chance to be injured if you fail and aren't wearing sufficient arm protection) could also be a nice addition.
This is a problem because it hides a lot of the sprite that you usually want to click on, and I'm not sure how to deal with it unless we go some gay way "you're always over it" or something.
Well, there is little hurry in clicking the mob laying behind a barricade. If you want to examine or attack in melee, then it's easy to either right-click or alt-click on the tile, loss of time is minimal. If it's about shooting and you're not facing the front plate (in which case clicking the mob specifically would be pointless), then yes, this would be somewhat inconvenient. That said, laying mob can't exactly run away or shoot back at you, so not that big of a deal.
This isn't a gun PR though.
Exactly! But fine. Unlike shutters, these barricades neither restrict vision, nor prevent humans from moving through, only slowing down a bit (have to climb over the barricade, it's similar to table in that sense). Also working with them is nowhere near as painful as with blast doors. That makes these things pretty distinct.
Will make a screenshot tomorrow.
Resolved merge conflict. After additional testing, barb wire got 5 more damage and ballistic barriers are disabled until further improvements could be made. Also reverted map changes due to merge conflict. Currently bogged down with another PR that edits the map extensively, so not remaking the map changes and can't dedicate time to improve ballistic barriers for now.
About The Pull Request
Added several types of barricades:
Bollards - cheap and relatively flimsy anti-mech barrier, humans can walk right through no problem.
4-way - deployable barrier with remote control. Could be climbed over. Use a signaler on it to establish the link (with specified code and frequency, not signaler itself), use again to break the link. Pinging linked frequency with the right code will toggle the barrier. Link also could be broken with a multitool and a bit of time. Hacking is easier when barrier is not deployed.
Hedgehog - relatively robust anti-mech barrier. Could be climbed over.
Barbed wire - slows down and damages everyone* who passes through. Only reacts to roaches and spiders when they chase somebody, not when idly wandering. Mechs are also too cool to be damaged by these.
Ballistic - haven't you guys played Colonial Marines?
All of these are craftable in one step from steel or plasteel. Could be repaired by welding (clamping for barb wire) and dismantled by bolt turning (wire cutting for barb wire). 4-way cades also could have their remote control link removed by pulsing.
Some of these were placed on the map, details here:
Screenshot galore
![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/ed5ef141-decf-49f2-b147-8b80b56ed38e) ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/da81530b-38f4-4f95-ae92-d5e14ecf793b) ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/f2320ecc-b825-42a8-858f-555b52610e39) There is a second copy of this signaler on the table in Captain's office, forgot to make a screenshot. ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/dde919f2-4e72-4c17-824e-21ff7d03ed56) ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/053d1b1f-f642-415f-82b7-5d95b701b4f3) ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/c8c73c4f-1784-46ce-8106-fa8cecc6bdda) ![image](https://github.com/discordia-space/CEV-Eris/assets/65828539/ac3f7a7a-ff6b-4ec1-b1ad-72bc68cb64e1)Designed and requested by wastelandmain, sprited by INFRARED_BARON.
Why It's Good For The Game
Nice to have some mech counters and a bit of new content in general.
Testing
Trust me, bro.
Changelog
:cl: SirRichardFrancis, wastelandmain, INFRARED_BARON add: Added 5 types of barricades. /:cl: