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gatehouse tweaks + glass buffs (#5012)
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* Checkpoint stuff

Reworks the checkpoint a bit. Mostly, it's been made a bit bigger and a bit more secure. While the perimeter on the whole remains made of tissue paper, the main port of entry is now slightly harder to smash through in a slugout(The main doors are unchanged so if no one is there you can still get through in like....seconds.).

Also makes it a bit bigger, adds  some more storage space(including secure lockers with security access requirements for throwing contraband, weapons from outsiders, etc), a couple of wall lockers for troopers to leave their guns/helmets when not actively in use, a coffee/smoke vendiing machine and an exosuit charger).

Adds some granularity to more areas. 'Main Gate is now split into main, east and west.

Finally,  buffs windows/Glass shutters, they've received a 'bit' more health and toughness such that sneezing on them won't instant cause them to explode.  These buffs apply more resistance/health to various windows. Maybe this will result in the guild having to do less glasswork(lol)

* Update _Nadezhda_Colony_New.dmm

* Merge remote-tracking branch 'upstream/master' into gatehouse

* Update _Nadezhda_Colony_New.dmm

* Update _Nadezhda_Colony_New.dmm

* also

* Update closet.dmi

* Update _Nadezhda_Colony_New.dmm

* Update closet.dmi

* Update closet.dmi

* Delete icons/obj/closet.dmi

* Create closet.dmi

* Update closet.dmi

* lol oops, fixes a mispalced APC

* fixes underplating under low walls.

* fixes a wrong tile

* fixes access on the high security(lol) airlocks

* makes the ttracker consoel not upside down.

* changes the chargers in the gatehouse to wall chargers to free up shelf space, adds a few more. FIXES THAT DAMN APC.

* fixeds some more minor stuff w/ perimeter geate.

2 less wall chargers 2 more normal chargers.

fixes underplating.

coffee replaced with snack vendor.

* few more chair.s

* Update _Nadezhda_Colony_New.dmm

* Update _Nadezhda_Colony_New.dmm

* Update _Nadezhda_Colony_New.dmm
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cdb-is-not-good authored Feb 7, 2024
1 parent ae8ff58 commit f2c757a
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Showing 6 changed files with 1,501 additions and 1,021 deletions.
6 changes: 3 additions & 3 deletions code/game/machinery/doors/showcase.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,9 @@
name = "showcase"
icon = 'icons/obj/doors/showcase.dmi'
icon_state = "closed"
health = 100
maxHealth = 100
resistance = RESISTANCE_NONE
health = 150
maxHealth = 150
resistance = RESISTANCE_AVERAGE
opacity = 0
layer = 4.2
var/have_glass = TRUE
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Original file line number Diff line number Diff line change
Expand Up @@ -24,5 +24,5 @@

/obj/structure/closet/secure_closet/reinforced
icon = 'icons/obj/closet.dmi'
icon_state = "hop"
icon_state = "reinforced"
icon_lock = "reinforced"
36 changes: 18 additions & 18 deletions code/game/objects/structures/window.dm
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
layer = ABOVE_OBJ_LAYER //Just above doors
anchored = TRUE
flags = ON_BORDER
maxHealth = 20
maxHealth = 40
var/resistance = RESISTANCE_FLIMSY //Incoming damage is reduced by this flat amount before being subtracted from health. Defines found in code\__defines\weapons.dm
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
Expand Down Expand Up @@ -544,16 +544,16 @@
glasstype = /obj/item/stack/material/glass
maximal_heat = T0C + 200 // Was 100. Spaceship windows surely surpass coffee pots.
damage_per_fire_tick = 3.0 // Was 2. Made weaker than rglass per tick.
maxHealth = 15
resistance = RESISTANCE_FLIMSY
maxHealth = 40
resistance = RESISTANCE_FRAGILE

/obj/structure/window/basic/full
dir = SOUTH|EAST
icon = 'icons/obj/structures/windows.dmi'
icon_state = "fwindow"
alpha = 120
maxHealth = 40
resistance = RESISTANCE_FLIMSY
maxHealth = 80
resistance = RESISTANCE_FRAGILE
flags = null

/obj/structure/window/plasmabasic
Expand All @@ -565,16 +565,16 @@
glasstype = /obj/item/stack/material/glass/plasmaglass
maximal_heat = T0C + 5227 // Safe use temperature at 5500 kelvin. Easy to remember.
damage_per_fire_tick = 1.5 // Lowest per-tick damage so overheated supermatter chambers have some time to respond to it. Will still shatter before a delam.
maxHealth = 150
resistance = RESISTANCE_AVERAGE
maxHealth = 225
resistance = RESISTANCE_TOUGH

/obj/structure/window/plasmabasic/full
dir = SOUTH|EAST
icon = 'icons/obj/structures/windows.dmi'
icon_state = "plasmawindow_mask"
alpha = 150
maxHealth = 200
resistance = RESISTANCE_AVERAGE
maxHealth = 300
resistance = RESISTANCE_TOUGH
flags = null

/obj/structure/window/reinforced
Expand All @@ -587,8 +587,8 @@
damage_per_fire_tick = 2.0
glasstype = /obj/item/stack/material/glass/reinforced

maxHealth = 50
resistance = RESISTANCE_FRAGILE
maxHealth = 100
resistance = RESISTANCE_AVERAGE

/obj/structure/window/New(Loc, constructed=0)
..()
Expand All @@ -602,8 +602,8 @@
icon = 'icons/obj/structures/windows.dmi'
icon_state = "fwindow"
alpha = 150
maxHealth = 80
resistance = RESISTANCE_FRAGILE
maxHealth = 160
resistance = RESISTANCE_AVERAGE
flags = null

/obj/structure/window/reinforced/plasma
Expand All @@ -615,16 +615,16 @@
glasstype = /obj/item/stack/material/glass/plasmarglass
maximal_heat = T0C + 99453 // Safe use temperature at 100,000 kelvin. I think?
damage_per_fire_tick = 1.5
maxHealth = 200
resistance = RESISTANCE_TOUGH
maxHealth = 300
resistance = RESISTANCE_ARMOURED

/obj/structure/window/reinforced/plasma/full
dir = SOUTH|EAST
icon = 'icons/obj/structures/windows.dmi'
icon_state = "plasmarwindow_mask"
alpha = 150
maxHealth = 250
resistance = RESISTANCE_TOUGH
maxHealth = 350
resistance = RESISTANCE_ARMOURED
flags = null

/obj/structure/window/reinforced/tinted
Expand All @@ -646,7 +646,7 @@
icon = 'icons/obj/podwindows.dmi'
icon_state = "window"
basestate = "window"
maxHealth = 300
maxHealth = 400
resistance = RESISTANCE_IMPROVED
reinf = 1
basestate = "w"
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Binary file modified icons/obj/closet.dmi
100755 → 100644
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10 changes: 10 additions & 0 deletions maps/__Nadezhda/area/_Nadezhda_areas.dm
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Expand Up @@ -401,7 +401,11 @@
sound_env = MOUNTAINS
forced_ambience = list('sound/ambience/meadowamb1.ogg', 'sound/ambience/meadowamb2.ogg', 'sound/ambience/meadowamb3.ogg', 'sound/ambience/meadowamb4.ogg')

/area/nadezhda/outside/inside_colony/east
name = "Colony Meadow - East"

/area/nadezhda/outside/inside_colony/west
name = "Colony Meadow - West"
/area/nadezhda/outside/mountainsolars
name = "Mountain Solars"
icon_state = "meadow"
Expand Down Expand Up @@ -1353,6 +1357,12 @@ area/nadezhda/medical/medbaymeeting
dynamic_lighting = FALSE
forced_ambience = list('sound/ambience/meadowamb1.ogg', 'sound/ambience/meadowamb2.ogg', 'sound/ambience/meadowamb3.ogg', 'sound/ambience/meadowamb4.ogg')

/area/nadezhda/security/maingate/east
name = "\improper Security - Eastern Perimeter"

/area/nadezhda/security/maingate/west
name = "\improper Security - Western Perimeter"

/area/nadezhda/security/checkpoint/supply
name = "Security Post - Cargo Bay"
icon_state = "checkpoint1"
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