tgstation / tgstation

The /tg/station branch of SS13.
https://www.tgstation13.org/
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Should Abductor ships really be that close? #28119

Closed DoctoreMad closed 7 years ago

DoctoreMad commented 7 years ago

Last round(It'll have been a while since you read this though), all 4 ships got blown by a explosion in the top left one. now you must be a retarded abductor to let someone assplode in your ship but doesn't mean other abductors should be punished for it.

4dplanner commented 7 years ago

It's quite sad that voice-activated toxins means you get punished for not sleeping the target through the whole thing

WJohn commented 7 years ago

That's some next level "I'm taking you with me" right there.

octareenroon91 commented 7 years ago

https://www.youtube.com/watch?v=wQKKj_qeOBQ

RemieRichards commented 7 years ago

Rather than waste space moving them apart, just surround them with invisible walls with extremely high explosion_block

DoctoreMad commented 7 years ago

@4dplanner can't you strip off the backpack and unmake the bomb while he's sleeping?

4dplanner commented 7 years ago

@DoctoreMad Good point, I retract my complaints

lzimann commented 7 years ago

Just do Remie's suggestion. Don't even need to be invisible walls(althought they will "look" better).

ghost commented 7 years ago

I might've actually found another bug.

I was working on this, and I made a "forcefield" wall subtype of indestructible walls, with 99999 explosion_block. I then surrounded the abductor ships with it. Dropping a maxcap in one ship still affects the other ships, even though they're all surrounded by explosion-immune turfs.

Relevant code:

/turf/closed/indestructible/forcefield //Surrounds abductor UFOs on the Centcom Z, to prevent explosions from affecting more than one at a time.
    name = "forcefield"
    desc = "A translucent field made of energy. It seems impervious to damage."
    icon_state = "forcefield"
    explosion_block = 99999 //overkill?
    opacity = FALSE //it's made of energy!

Possibly related to #27971? @Cyberboss

Cyberboss commented 7 years ago

Can you drop a max cap on centcom and see if the indestructible walls are blocking it? Also, make sure config.reactionary_explosions is enabled

On Jun 10, 2017 8:16 PM, "Ashe Higgs" notifications@github.com wrote:

I might've actually found another bug.

I was working on this, and I made a "forcefield" wall subtype of indestructible walls, with 99999 explosion_block. I then surrounded the abductor ships with it. Dropping a maxcap in one ship still affects the other ships, even though they're all surrounded by explosion-immune turfs.

Relevant code:

/turf/closed/indestructible/forcefield //Surrounds abductor UFOs on the Centcom Z, to prevent explosions from affecting more than one at a time. name = "forcefield" desc = "A translucent field made of energy. It seems impervious to damage." icon_state = "forcefield" explosion_block = 99999 //overkill? opacity = FALSE //it's made of energy!

Possibly related to #27971 https://github.com/tgstation/tgstation/pull/27971? @Cyberboss https://github.com/cyberboss

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ghost commented 7 years ago

Sure to both of those, let me see...

ghost commented 7 years ago

Reactionary explosions are enabled, yeah.

Before explosion:

Just after explosion (5, 10, 20):

After the smoke has cleared:

octareenroon91 commented 7 years ago

Centcom indestructibles were supposed to do that?

I thought it was a known thing, since explosions would leak out of thunderdome.

ghost commented 7 years ago

They're flagged as having an explosion resist of 50 in the code, which is pretty high. They should be blocking explosions.

Cyberboss commented 7 years ago

Just increase it to INFINITY

On Jun 10, 2017 9:48 PM, "Ashe Higgs" notifications@github.com wrote:

They're flagged as having an explosion resist of 50 in the code, which is pretty high. They should be blocking explosions.

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ChangelingRain commented 7 years ago

It clearly isn't doing anything, though.

Cyberboss commented 7 years ago

Drop a maxcap in the middle of centcom and you can see the explosion deform. Drop a 512 and nothing blocks it. Leads me to believe the values just aren't high enough

On Jun 13, 2017 1:31 PM, "Joan Lung" notifications@github.com wrote:

It clearly isn't doing anything, though.

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octareenroon91 commented 7 years ago

Experiments soon

ghost commented 7 years ago

I feel like if indestructible walls aren't blocking explosions with an explosion_block of 50, then it's a problem on the backend of things, not user error. I'll try it, but no guarantees.

ghost commented 7 years ago

Nope. When explosion_block is set to INFINITY it does not block any explosions.

DoctoreMad commented 7 years ago

(Fuck)

DoctoreMad commented 7 years ago

EASY FIX THEY SAID It would be good to allow the "widen the ships apart" fix, since explosion blocking walls aren't working.