Closed DoctoreMad closed 7 years ago
It's quite sad that voice-activated toxins means you get punished for not sleeping the target through the whole thing
That's some next level "I'm taking you with me" right there.
Rather than waste space moving them apart, just surround them with invisible walls with extremely high explosion_block
@4dplanner can't you strip off the backpack and unmake the bomb while he's sleeping?
@DoctoreMad Good point, I retract my complaints
Just do Remie's suggestion. Don't even need to be invisible walls(althought they will "look" better).
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
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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Sure to both of those, let me see...
Reactionary explosions are enabled, yeah.
Centcom indestructibles were supposed to do that?
I thought it was a known thing, since explosions would leak out of thunderdome.
They're flagged as having an explosion resist of 50 in the code, which is pretty high. They should be blocking explosions.
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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It clearly isn't doing anything, though.
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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Experiments soon
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.
Nope. When explosion_block
is set to INFINITY it does not block any explosions.
(Fuck)
EASY FIX THEY SAID It would be good to allow the "widen the ships apart" fix, since explosion blocking walls aren't working.
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.