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[Vehicle] Dynamic Pod Exitting - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: [Vehicle] Dynamic Pod Exitting (/showthread.php?tid=10077) |
[Vehicle] Dynamic Pod Exitting - Tombi - 02-28-2018 Idea: Put a player, exitting a 2x2 pod, onto the front-right tile - relative to the direction the pod is facing. For as long as I can remember exitting a 2x2 pod always puts you on the bottom left tile of the pod sprite. This way you could exit onto all four tiles and is more convenient. EDIT: Posted patch RE: [Vehicle] Dynamic Pod Exitting - Wisecrack34 - 02-28-2018 Fuck yes, I DESPISE getting out of a 2x2 pod for just that reason, can't tell you how much space dosh i've lost from stepping out on the left side of a structure RE: [Vehicle] Dynamic Pod Exitting - Haprenti - 02-28-2018 Not only that, but the fact that you're thrown flying into space. There's some situations where you have to make a detour just because of this mechanic. RE: [Vehicle] Dynamic Pod Exitting - awfulworldkid - 02-28-2018 The issue with this idea is that the pod only actually exists as that bottom-left tile for most interactions with other objects or mobs, if I recall correctly. RE: [Vehicle] Dynamic Pod Exitting - Tombi - 02-28-2018 This is true. The source tile is based on the bottom left. Based on the goon-2016 code: /obj/machinery/vehicle/proc/eject(mob/ejectee as mob) if (!ejectee || ejectee.loc != src) return if (ejectee.client) myhud.remove_client(ejectee.client) src.passengers-- ejectee.set_loc(src.loc) ejectee.remove_shipcrewmember_powers(src.weapon_class) if(src.pilot == ejectee) src.pilot = null if(passengers) find_pilot() else src.ion_trail.stop() for (var/obj/item/I in src) if ( (I in src.components) || I == src.atmostank || I == src.fueltank || I == src.intercom) continue I.set_loc(src.loc) logTheThing("vehicle", ejectee, src.name, "exits pod: <b>%target%</b>") I reckon putting a check on the line before ejectee.set_loc(src.loc) to assert the facing direction, then just use a offset for that direction. NB I'm just going to make it a patch. Seems simple enough. RE: [Vehicle] Dynamic Pod Exitting - Lady Birb - 02-28-2018 (02-28-2018, 02:12 PM)Haprenti Wrote: Not only that, but the fact that you're thrown flying into space. There's some situations where you have to make a detour just because of this mechanic. I think I remember one of the coders saying that the whole 'getting out of a pod while in space sends you flying in the direction the pod last moved' thing is a bug. Was hoping it would be fixed by now. |