adds crappy system for delayed/looping spawns #111
Closed
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About the pull request
Adds buttons to the GM panel allowing for xenomorph spawns to be delayed by up to 1 hour, "looped" so that they repeat on the same delay, and hidden from players by failing if any living, connected humans are found within 9 tiles (this effect applies for non-delayed spawns as well, if the toggle is pressed). These spawns can then be teleported to or deleted remotely via the panel.
the approach here is sort of crappy, but i'm not sure whether /obj/effect s are as ubiquitous here for effects like these as they are on other codebases, or how to make effects visible to GMs only.
Explain why it's good for the game
Makes it easier for GMs to juggle multiple things at once by letting them set up spawns in advance, while preventing those spawns from breaking the fourth wall.
Testing Photographs and Procedure
i tested it well enough. didnt take screenshots and i am currently very tired
Changelog
🆑
add: Added delayed, looped, and "hidden" xenomorph spawns for GMs.
/:cl: