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LZ fog before first drop and sentryguns to guard agains early FOB rush (they last only ten minits) #6296

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cuberound
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@cuberound cuberound commented May 16, 2024

About the pull request

adds a fog that is removed on DS landing and omnisentryguns ment for LZ that last for 10 minits after first touchdown, THIS IS NOT MAPPING PR, at least for now, it is not used in any map, reqires mappers to add it. Mby getting some better smoke / gas spirte if someone is able to do that would be apriciated. aka alamayer drops gasbombs and omnisentryguns on LZ to secure the landing ( welp at least some IC explonation for fog on LZ aint it?) also fog removal on flyby landing, if it happens before first drop, is intentional. sentrgun numbers NEED adjusting, I threw in some random stuff, the sentrygun is work in progress mostly

Explain why it's good for the game

this solves two issues, survivors or xenos camping LZs for first landing. And early FOB rushes. first one is kinda meh second one is realy needed, round ending at 40 minits just is not fun for anyone, this does not make early fob pushes impossible but a lot harder, relevant voices said that mechanical solution is better then rule, sentrygun punishes you in predictable way and you do not have to argue with it. And admins hate handeling "t3s are standing on LZ first drop" tickets so it is win win

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
add: adds option for fog that drops on first landing
add: adds option landing zone sentryguns that last for 10 minits after the first drop
/:cl:

@github-actions github-actions bot added the Feature Feature coder badge label May 16, 2024
@cuberound cuberound changed the title something wong LZ fog before first drop May 16, 2024
@cuberound cuberound marked this pull request as ready for review May 16, 2024 18:44
@cuberound cuberound changed the title LZ fog before first drop LZ fog before first drop and sentryguns to guard agains early FOB rush May 16, 2024
@Steelpoint
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I've stated I'd be willing to make a separate mapping PR to add these features to all CM maps, if this PR is merged.

@cuberound
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tell me if I should remove the changelog, as there is no actual addition to the main game loop, might be a bit confusing and better to be placed at mapping PR

@cuberound cuberound changed the title LZ fog before first drop and sentryguns to guard agains early FOB rush LZ fog before first drop and sentryguns to guard agains early FOB rush (they last only ten minits) May 17, 2024
@cuberound
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also title will be changed before it is merged, just do not want peope to have hard feeling from reading title and not the PR

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ghost commented May 17, 2024

at the risk of suggesting something so blasé, i like the shutter system on TGMC that's used for this purpose. it's pretty much identical, i just think it thematically might fit in a little better; im trying very hard to think about particle dispersion of gas to ground from the dropship in the atmosphere

like the concept, though and wouldnt mind this as-is, just the flavor could be finessed, i guess.

@cuberound
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at the risk of suggesting something so blasé, i like the shutter system on TGMC that's used for this purpose. it's pretty much identical, i just think it thematically might fit in a little better; im trying very hard to think about particle dispersion of gas to ground from the dropship in the atmosphere

like the concept, though and wouldnt mind this as-is, just the flavor could be finessed, i guess.

I am gona try to get some "gas" sprites aka gas bombs droped on the LZ to secure it

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label May 25, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

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@Drulikar
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Drulikar commented Jun 2, 2024

Closing this PR in favor of #6363

Thank you for doing some of the initial leg work for it.

@Drulikar Drulikar closed this Jun 2, 2024
github-merge-queue bot pushed a commit that referenced this pull request Jun 19, 2024
# About the pull request

This PR is a more fleshed out implementation of #6296 that can likely be
expanded more into Zonespace's plans for generators powering turrets and
more (additional help for low pop).

Smoke takes 6 seconds from its spawn before it will deal burn damage and
smoke in vehicles takes up to 7 seconds to dissipate.

The sequence of events are as follows:
1. After ~~two~~ three minutes from round start, a "fake" OB will be
launched to each landing zone that then causes a miasma (loosely
considered CN20-X miasma since it affects xenos too) in all landing zone
areas.
2. When the first dropship departs, the smoke will clear
3. When the first dropship lands, four ~~10~~ 20 minute gauss sentries
are automatically deployed randomly in the NW, NE, SW, and SE regions of
the LZ immediately around the dropship:

![dropship](https://github.com/cmss13-devs/cmss13/assets/76988376/b87de40a-a718-43ca-9776-f6e47118bc8f)
4. As the sentry runs out of power it warns the battery is running low
(battery still depletes if undeployed & cannot be moved or manipulated
any other than deployment/undeployment)
5. When unpowered, it can only be undeployed so it is no longer blocking
movement.

Since I am primarily using the `is_landing_zone` area var to determine
where to make inhospitable, all maps need to be verified:
- [X] LV-624
- [X] Shivas Snowball
- [X] Solaris Ridge
- [X] Fiorina Science Annex
- [X] Trijent Dam
- [ ] Sorokyne Strata (Would need mapping fixes to expand LZs, but would
conflict with #6071)
- [X] Kutjevo Refinery
- [X] Chances Claim
- [X] New Varadero
- [X] Corsat* (Current Corsat is fine,
#6217 would need some changes)
- [X] Fiorina Cellblocks*
- [X] LV-759 Hybrisa Prospera*

# Explain why it's good for the game

Ultimately this came about because of problems where marines are not
able to get a foothold quickly enough first drop before being
overwhelmed. This especially affects low pop.

The goals of this change are to make survivors holding LZs basically
impossible, to deter xenos from wanting to go near LZs, and to give
marines at least ~~10~~20 minutes after first drop time to create a FOB.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

https://youtu.be/o8kE13Oua6o


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fdf2bc5e-44b6-4c7f-a01b-defbd5630bf0)

![vehicle
smoke](https://github.com/cmss13-devs/cmss13/assets/76988376/b62b020f-5988-4a6a-9646-8eacd9c168ca)

</details>

# Changelog
:cl: Drathek cuberound
balance: After three minutes from round start, landing zones will be
covered in a deadly gas
balance: First dropship deployment will clear gas, and first dropship
arrival will deploy 4 sentries that last 20 minutes
refactor: Refactored smoke code
maptweak: Expanded LZ areas on Trijent Dam and Kutjevo Refinery
maptweak: Shrunk LZ1 on Shivas Snowball and LZ2 on LV624 slightly
maptweak: Removed fog on Chances Claim since it will be replaced by
smoke and tweaked southern tunnel area to not be considered a LZ
fix: Fixed weird LZ lighting on some maps
spellcheck: Replaced/removed synth coughing emotes in smoke
/:cl:

---------

Co-authored-by: Vero <[email protected]>
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6 participants