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Messages - Floirt

Pages: 1 ... 14 15 [16] 17 18 ... 41
226
Other Games / Re: Space Station 13
« on: June 23, 2009, 02:27:55 pm »
Nope, just the standard game modes were in there.

Ah, yeah, I have to upload the version with pods enabled. Be right back, as soon as I load up my file back-up due to messing with the prox sensor code.

227
Other Games / Re: Space Station 13
« on: June 23, 2009, 01:36:04 pm »
If you don't tell us, I'll be forced to make every person named squeegy auto-destruct when they enter the game.  :P

228
Other Games / Re: Space Station 13
« on: June 23, 2009, 10:57:51 am »
If you want NPCs, talk to Mr. Muggles.  :P

229
Roll To Dodge / Re: Strange World RTD
« on: June 23, 2009, 10:34:41 am »
Yawn, and search for whoever put us into these stasis-cells.

230
Roll To Dodge / Re: Super RTD! Turn 73: More magnetic mayhem!
« on: June 23, 2009, 10:32:14 am »
I enter, looking for any electronic equipment that could control the cells.

231
Other Games / Re: Space Station 13
« on: June 23, 2009, 10:25:11 am »
Okay, yesterday I accomplished wide amounts of nothing. Trying to repair the proximity sensor didn't work, because the code is exactly the same, it's just not in the same folders. So yeah. Moving folders didn't work, either.

On the upper side, I found there was escape and recon pods! Yaaaay. Also, space loops into itself, so you can't come back to the station or get to CentCom by flying.  :(

I am thinking of setting up some kind of escape pod bay. Since the game ALREADY accounts if you escaped into a pod, like for meteors, or even blob.
Or maybe not an escape pod bay, but just a personal pod, with maybe a countdown to open the door, so people can react to that.

Also, I think I can get endurance in.

Ninja-edit: Also, there wasn't any zombiegame mode in those files. I guess the admin just zombified people.

232
Other Games / Re: Space Station 13
« on: June 22, 2009, 02:29:40 pm »
No, because he came in toxins with me and a Head. :P

Anyways, I got disconnected from the server, I hope no one minds having no captain, or any Head for that matter.

233
Other Games / Re: Space Station 13
« on: June 22, 2009, 07:07:55 am »
Already in the game. Floirt, I sent You the copy with working zombiegame mode, have You received it?

Zombiegame mode NOT GET!  :(

Upload it on mediafire, plox.

234
Other Games / Re: Space Station 13
« on: June 21, 2009, 02:20:51 pm »
Hmmm. I think I can set it up so your internals get removed when the gas run out, and maybe announce it to you too. I'll snoop around the code.

It's not wooorking! Argh. The code compiled, through. I think I used the wrong variable or something.

EDIT: Okay, I'm gonna need help on this one. Here's the code:

Code: [Select]
/obj/item/weapon/tank/attack_self(mob/user as mob)
user.machine = src
if (!( src.gas ))
return
var/dat = text("<TT><B>Tank</B><BR>\n<FONT color = 'blue'><B>Contains/Capacity</B> [] / []</FONT><BR>\nInterals Valve: <A href='?src=\ref[];stat=1'>[] Gas Flow</A><BR>\n\t<A href='?src=\ref[];cp=-50'>-</A> <A href='?src=\ref[];cp=-5'>-</A> <A href='?src=\ref[];cp=-1'>-</A> [] <A href='?src=\ref[];cp=1'>+</A> <A href='?src=\ref[];cp=5'>+</A> <A href='?src=\ref[];cp=50'>+</A><BR>\n<BR>\n<A href='?src=\ref[];mach_close=tank'>Close</A>\n</TT>", src.gas.tot_gas(), src.maximum, src, ((src.loc == user && user.internal == src) ? "Stop" : "Restore"), src, src, src, src.i_used, src, src, src, user)
user << browse(dat, "window=tank;size=600x300")
return

/obj/item/weapon/tank/Topic(href, href_list)
..()
if (usr.stat|| usr.restrained())
return
if (src.loc == usr)
usr.machine = src
if (href_list["cp"])
var/cp = text2num(href_list["cp"])
src.i_used += cp
src.i_used = min(max(round(src.i_used), 0), 10000)
if ((href_list["stat"] && src.loc == usr))
if (usr.internal != src && usr.wear_mask && (usr.wear_mask.flags & MASKINTERNALS))
usr.internal = src
usr << "\blue Now running on internals!"
else
if(usr.internal)
usr << "\blue No longer running on internals!"
usr.internal = null
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
else
usr << browse(null, "window=tank")
return
return

/obj/item/weapon/tank/proc/process(mob/M as mob, obj/substance/gas/G as obj)
var/amount = src.i_used
var/total = src.gas.tot_gas()
if (amount > total)
amount = total
if (total > 0)
G.transfer_from(src.gas, amount)
if (total == 0)
usr.internal = null
usr << "\red The gas of your tank ran out!"
return G

I added the last three lines before "return G", but it doesn't do anything. I think I messed  up. So, can any treasure code hunter help me? I've already determined that "usr.internal = null" removes your internals.

235
Other Games / Re: Space Station 13
« on: June 21, 2009, 01:57:41 pm »
Hmmm. I think I can set it up so your internals get removed when the gas run out, and maybe announce it to you too. I'll snoop around the code.

236
Other Games / Re: Space Station 13
« on: June 21, 2009, 01:03:04 pm »
The upper valve controls direct release of the gas from the canister, as opposed to the pipe valve, that releases the gas into pipes.

237
Other Games / Re: Space Station 13
« on: June 21, 2009, 10:54:12 am »
Well, don't hoard internals when there should be no air leaks.  :P

238
Other Games / Re: Space Station 13
« on: June 21, 2009, 09:45:17 am »
I could set up a warning, but honestly a O2 tank never runs out in normal play, even with a medical mask.

239
Other Games / Re: Space Station 13
« on: June 21, 2009, 08:43:17 am »
Meh, I'm not sure. Last time I hosted, everyone lagged or something. Bleh.

I'll be adding to the wikia, through.
EDIT: In fact, I'm too lazy for that.  :P

240
Other Games / Re: Space Station 13
« on: June 21, 2009, 08:32:15 am »
Bleh. I couldn't fix Rev mode, due to weird stuff with target counts. It doesn't want more than three for a reason, so the HoS and HoM will effectively be bodyguards. I also managed to stash a new cryo cell into medbay.

http://www.mediafire.com/?sharekey=55177087e68502cb00d27174b47c6657e04e75f6e8ebb871

If you want, I can host, too.

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