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[FEATURE] 'Hit artifact with robo-part to try to activate it'-patch.
#2
Artifact_attackby is called in an if statement by the attackby proc in the parent artifact obj. If Artifact_attackby returns 0, it does not call the contents in the if statement, which is the parent proc. The parent proc is what triggers the "you hit the artifact with thing" message. What you need to do is the same as has been done for stun batons, welders and zippos: return 0 at the end of the if check for robotic parts.

You can too reliably spawn a silitouch artifact. crossarms

1. Spawn an artifact. Probably best to do this using the artifact controller (Admin -> Secrets -> Artifact Controller)
2. Right click, View variables.
3. Select the artifact datum (should be a blue hyperlink that opens a new window)
4. Find triggers (should be a list of datums) and click it
5. Add a new item to the list (temporarily escapes me how) that is "new instance of a type"
5. The type you want is /datum/artifact_trigger/silicon_touch. 

Now the embarrassing part is I don't currently have the time or access to the stuff I need to test this process, this is half memory and half double checking the Github repo. This SHOULD more or less be the process to add silicon touch to an artifact's triggers, though.
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RE: [FEATURE] 'Hit artifact with robo-part to try to activate it'-patch. - by Cirrial - 01-27-2017, 04:35 AM

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