09-09-2017, 02:17 PM
(This post was last modified: 09-09-2017, 02:28 PM by The Grim Sleeper. Edited 1 time in total.)
Story refinement: (That means I've looked at the code and thought about it, but don't have the time to do anything... yet)
In /code/obj/item/grenades.dm:
Adding additional options for the other assembly types looks trivial (line 922 - 932, copy and replace the assembly argument and output object).
Looking at /code/obj/item/assembly/misc_assemblies.dm for inspiration.
duplicating the basic pipe-bomb type for the 2 new detonator-types looks like the quickest way to do this, and just giving them a 'receive_signal()' with a 'do_explode()' and replacing the 'attack_self' function (arming options) might be enough to get functional bombs.
And yes: the pipebombs on_blowthefuckup actually takes into account material strength (of the pipehousing) to enhance the explosion, even more so for erebrite and plasmastone.
In /code/obj/item/grenades.dm:
Adding additional options for the other assembly types looks trivial (line 922 - 932, copy and replace the assembly argument and output object).
Looking at /code/obj/item/assembly/misc_assemblies.dm for inspiration.
duplicating the basic pipe-bomb type for the 2 new detonator-types looks like the quickest way to do this, and just giving them a 'receive_signal()' with a 'do_explode()' and replacing the 'attack_self' function (arming options) might be enough to get functional bombs.
(09-09-2017, 01:44 PM)Nnystyxx Wrote: use different scaling code altogether
And yes: the pipebombs on_blowthefuckup actually takes into account material strength (of the pipehousing) to enhance the explosion, even more so for erebrite and plasmastone.