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[s] Spacebeast Revived #233
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Adds all of the soldier AI behavior and abilities. Still a work in progress to an extent, but mostly feature complete. Also fixes a few runtimes.
@@ -105,7 +105,7 @@ you will have to do something like if(client.admin_holder.rights & R_ADMIN) your | |||
if(!other) | |||
return FALSE | |||
if(rights_required && other.admin_holder?.rank) | |||
if(check_client_rights(usr.client, rights_required, show_msg)) | |||
if(check_client_rights(other, rights_required, show_msg)) |
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Runtime error fix.
@@ -8,7 +8,7 @@ | |||
return | |||
if(istype(loc, /obj/structure/machinery/cryo_cell)) | |||
return | |||
if(species && (species.flags & NO_BREATHE || species.flags & IS_SYNTHETIC)) | |||
if(species && (species.flags & (NO_BREATHE|IS_SYNTHETIC))) |
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No need for two checks. Not really related to the rest of the PR.
if(istype(M)) | ||
/// If a mob is qdeleted while grabbing, the stack will call for stop_pulling(), which will call for this item to be deleted on drop. | ||
/// But it is already being deleted through previous procs in the stack; so we don't want to call the function again when it is dropped. | ||
if(M.gc_destroyed == GC_CURRENTLY_BEING_QDELETED) flags_item &= ~DELONDROP |
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Runtime error fix.
Small fix to appease the linter gods.
Cleans up a few unnecessary lines that were left over from testing.
Small update to standing sprites, so that they actually display the correct directional. Behavior fix for hopefully better pathing.
https://www.youtube.com/watch?v=8je4bO3MVc8 I've recorded a round that predominately features the Spacebeasts. The increased lethality is nice, but it feels like they're a bit too resilient - at least in normal circumstances. Their abilities (such as tailsweeping) aren't very pleasant to fight against: I feel like stun-based abilities should be restricted to special Xenomorphs (like the Lurker or Runner), or else you'll have situations where a lone marine will get mercilessly stun-juggled into oblivion. I've had a couple instances where Spacebeasts were also able to pass straight through me (despite having 'harm intent' selected), which was a bit jarring. Fairly enjoyable to fight, either way. If they're going to be more prominent, however, I'd recommend removing the 'tailsweeping' ability. |
Thanks for the feedback. Do you happen to have a timestamp in the video for when the alien was able to pass through you? That shouldn't be happening. |
don't like how they're always faster than you at around lurker-level of speed while being tougher soldiers seem to be relatively overpowered - if you don't see them coming and you aren't shooting at them the moment they enter your screen, it's going to reach you and absolutely debilitate you which is a death sentence on fast-paced situations in PVE tl;dr soldier speed and grab make fighting back too hard and really easy for everything else to kill you (including the soldier) |
Attempting to use them as baseline xenomorphs worked decently well in that mission, but yeah the speed is too much ONLY because the health pool is larger. I understand why, but at the same time. Honestly I think we should move away from encouraging marines to entrench against xenomorphs. I don't know if its at all possible, but making the acid pools they spawn when harmed do burn damage to feet would be better than it mostly being an anti-defense tool for the GM. I do really love them, but the way they are does seem largely intended for WO type missions rather than normal missions. I definitely love the speed and lethality, just that there's also a buff to health makes them extra lethal |
No problem - I really like this 'Soldier', by the way. Just needs a bit more tweaking, in my opinion. |
The soldier right now feels like its trying to be both a harasser and a mainline xenomorph, both of these combined isnt very fun to fight. IMO its too fast for the amount of tank it can take and the disarm spam and grab spam isnt very fun to fight against. This is part of why i fundamentally disagree with Amory's movie accurate drone idea, but atleast he thinks of movie accurate as not tanking anything. Part of why i play PVP is to be free from the annoying to fight tactics like said disarm spam. I could get down with it MAYBE if it had a much lower chance to knock down and couldnt eat 12 bajillion rounds to the teeth if you are lucky enough to get up. But all of that in mind, it still feels like treaded ground, the stun warfare and speed of a cloaked lurker is already done BY the runner and lurker, maybe if it had more abilities centralized around being more like drones and less like a harasser that somehow can eat 10 rounds. tldr: Too fast, too tanky, stun warfare is unfun to fight against |
@@ -29,7 +29,7 @@ GLOBAL_VAR_INIT(radio_communication_clarity, 100) | |||
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// Spawn stuff | |||
#define DEFAULT_SPAWN_XENO_STRING XENO_CASTE_DRONE | |||
#define GAME_MASTER_AI_XENOS list(XENO_CASTE_DRONE, XENO_CASTE_RUNNER, XENO_CASTE_LURKER, XENO_CASTE_CRUSHER, XENO_CASTE_FACEHUGGER) | |||
#define GAME_MASTER_AI_XENOS list(XENO_CASTE_DRONE, XENO_CASTE_SOLDIER, XENO_CASTE_RUNNER, XENO_CASTE_LURKER, XENO_CASTE_CRUSHER, XENO_CASTE_FACEHUGGER) |
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You likely want to add it to the Ambush menu as well:
https://github.com/PvE-CMSS13/PvE-CMSS13/blob/bf5640215da02fdd6f420b9d2f560b70bebb2d34/code/modules/admin/game_master/game_master_submenu/ambush.dm#L3
Soldiers don't stand still during headbite so most of the time they end up dancing around their target during the headbite windup and failing it (outside of times where they walk back into the tile where they started the headbite). maybe make headbite root the soldier and give it a longer windup? |
I ran a mission with a full platoon carrying knockback shotguns, and M41s with HEAP 10x24 rounds and the soldiers still fucked them in every single encounter. The real issue is that it doesn't matter what the marines are armed with because there's no sound que that they're about to be attacked. This is to say they need to be given footstep sounds, there's just no way to combat them currently that isn't from behind barricades without crippling half the platoon |
from what i've seen, soldiers move too quickly and have too much HP, to the point where there's no way for marines to feasibly kill a soldier (outside cades) before it wombo combos and does an absurd amount of damage to a single marine. They either need to be slower, have less hp, or (as amory said) have footsteps sound so that marines can deal with them. |
Would it be possible to make their capture behavior dependent on capture markers placed on individual marines rather than on hive markers? They often interfere with other xenomorphs that capture marines using markers since soldiers follow their own logic separately from capture markers. |
Builds off the following PR: #161
Credit to @AndroBetel for the initial sprites and code.
I've added additional logic and behavior, enabled abilities, and mildly refactored some code to make this possible. Details to follow later.