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[FEATURE] Traitor Vision Cybereyes
#20
(06-04-2016, 10:13 AM)Noah Buttes Wrote:
(06-04-2016, 08:31 AM)ErikHanson Wrote: I'd suggest making the eyes self destruct when someone pulls them out, ala implants.

Do any implants actually self-destruct upon surgical removal?

I know temporary mindslave implants will expire when removed, but I couldn't find any examples in the code of implants actually destroying themselves upon removal.

Maybe something like this?

Code:
proc/on_remove(var/mob/M)
    playsound(src.loc, src.sound_armed, 75,1, -3)
    explosion_new(src, T, 1.7*(.+1),2)
    src.owner = NULL


Or whatever would actually work... Never worked with that code myself so my word is as good as that of any non-educated fool here. Basically, proc/on remove will cover that part of the problem where you need shit done when it gets removed. The blow up part I imagine to be a whole lot easier to scavenge for code parts, considering how many things explode on SS13.
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Messages In This Thread
RE: [FEATURE] Traitor Vision Cybereyes - by Erik - 06-04-2016, 08:31 AM
RE: [FEATURE] Traitor Vision Cybereyes - by Kaerfus - 06-07-2016, 02:07 PM
RE: [FEATURE] Traitor Vision Cybereyes - by Erik - 06-04-2016, 10:44 AM

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