-
Notifications
You must be signed in to change notification settings - Fork 522
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
First Drop Protections: Gas and Static Turrets #6363
First Drop Protections: Gas and Static Turrets #6363
Conversation
…ntries for landing zones
Co-authored-by: Vero <[email protected]>
Fix synths coughing Fix missing cause_data for damaging effects
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 |
# About the pull request This PR is a follow up to #6363 extending gas into dense turfs if they aren't hull walls. # Explain why it's good for the game Fixes #6516 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/58f3d522-9763-4ad9-9e71-31bcd76d7d0e) ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/de09d9ac-f1ce-4d96-b9ba-d9d97c33d026) </details> # Changelog :cl: Drathek fix: Fixed LZ gas not penetrating destructible walls /:cl:
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:
twothree 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.1020 minute gauss sentries are automatically deployed randomly in the NW, NE, SW, and SE regions of the LZ immediately around the dropship:Since I am primarily using the
is_landing_zone
area var to determine where to make inhospitable, all maps need to be verified: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
1020 minutes after first drop time to create a FOB.Testing Photographs and Procedure
Screenshots & Videos
https://youtu.be/o8kE13Oua6o
Changelog
🆑 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: