This fork is based on the July 2018
version of ColonialMarines .
tgstation / terragov-marine-corps Goto Github PK
View Code? Open in Web Editor NEWTGMC: TerraGov Marine Corps, a SS13 mod
License: GNU Affero General Public License v3.0
TGMC: TerraGov Marine Corps, a SS13 mod
License: GNU Affero General Public License v3.0
This fork is based on the July 2018
version of ColonialMarines .
organ_health_multiplier is equal to 100; delimb is calculated as
if(CONFIG_GET(flag/limbs_can_break) && brute_dam >= max_damage * CONFIG_GET(number/organ_health_multiplier))
This means you need to deal about 3000 damage to the legs for a chance to break it
When pulled larva cant stand up Rest state to normal state
before scoping in accuracy_mod is 0; after scoping in it's +0.05; after unscoping it becomes -0.05
It was a 3+ year ago problem
When aliens re-nest marines then use Defile ability, then put infected marines back to nest.
MAKING "Ashamed, you reconsider bullying the poor, nested host with your stinger." USELESS
Must have to remove a way to defile nested hosts.
admongs did some thunderdome testing, the help/disarm/grab fling only flings the target if there is a wall directly behind you, which throws them into/through the wall. It doesn't work if you're flinging them into an empty area.
Commander TGMCBOT Today at 7:45 PM (01-29-2019) CST/GMT-6
#283 #214 #277 #123
I've luckily had my character look all set, but some things keep reverting between rounds. Namely: Marine role preferences, Occupation Choices: Xenomorph, and UI Customization Alpha.
Pressing the Save slot button doesn't save, and having the round end normally doesn't save either.
Yet another thing I coded poorly and will have to fix. FeelsBadMan.
both weilded and unwielded
(one handed and two handed)
And many other crushable items.
try to point to someone or something and watch it shoot the RPG (shift middlemousebutton)
The T-comm generator (topmost one) does not have wires under it to distribute the power it makes.
Hitting Unique-action while carrying a deployed Entrenching Tool or just a simple shovel lets you dig a hole in that tile.
The benefits from that tiny hole are :
The bad sides of that tiny hole are :
You can connect multiple holes with each other, and make a real trench if you wish. Just keep diggin' soldier.
i cant pick up ship weapons whit the riply but i can pick up modules and the sentry turrets but the ship doesnt recognise the turrets
Make a fully armored pyro spec walk into a fire.
Repairing broken window frames with Reinforced glass deletes the frames, likely failing to spawn a repaired one.
Want to kill someone silently without any admins knowing? just use ice cups, available from any hot drink vendor after pulsing the contraband wire, and watch as after only a few sips marines start dying from drinking LITERAL FUCKING ICE. This silent kill method is completely unlogged and will allow you to grief afk people as you see fit.
Fix this pretty please.
*mirror'd from old repo
As per title.
🤔
equation
second_wind_delay = world.time + (RAV_SECOND_WIND_COOLDOWN * round(1 - current_rage * 0.015) )
Im assuming that the round(1 - current_rage * 0.015) is making the 1 into a negative number then multiplying it, making it a massively less cooldown or refreshed instantly
would be fixed by making it
second_wind_delay = world.time + (RAV_SECOND_WIND_COOLDOWN * round(1 - (current_rage * 0.015)) )
Instead of folding up like someone would expect from a stretcher, you get a neat new folded stretcher in your hand, without any penalties, issues or cooldowns except for not being able to remove the original stretcher. You can basically cover the map in stretchers from a single one.
This leads to scenarios where ravagers have well above 50 rage, this is probably bad because the thing isn't intended to get above fifty rage.
T2 evolution score always 0/200
Evolve level stays at"Finished"
You must wait before evolving. Currently at: 0 / 200.
Yes, I introduced this bug, I'll fix it in the near future hopefully. Such is the coder life.
Haven't tested it, was merely reported as being an old bug about which I've learned only now.
https://cdn.discordapp.com/attachments/493366161463967744/516355472907960329/unknown.png
image of it, it's only large bags it seems.
Yes, another bug I introduced. Oh well, writing shit here helps me keep track of it.
Most likely related to my Ammo HUD PR.
as a merc, attempt to use the marine vendors. Then lose all ability to interact with objects in you inventory, aside from click dragging bags belts and pouches
code/modules/admin/verbs/randomverbs.dm#L574
command_announcement.Announce("<span class='warning'> New update available at all communication consoles.</span>", customname, new_sound = 'sound/AI/commandreport.ogg')
Announce does not support HTML, It was changed from /red in PR #296
Younglings can do only basics.
Every mature alien learns new ability and minor buffs.
Elite aged aliens learn moderate skills and buffs.
Ancients should have the ULTIMATE ABILITY
More time required to grow = more stronger ability.
Example. Ancient crusher learns how to crush walls, girders or overthrow corpses over window frames by throwing people.
Now crusher "throw corpse" ability is too weak. Cant even overthrow corpse over window frames
Posting it here so I can fix it tomorrow and won't forget.
Grenadier spec vendor
when you have fired all the ammo in the clip, reloading does not function.
Yep, this one's also mine
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