NT faction takes presedence over Syndicate faction for all NPCs/turrets disabling a use case
Description
The Syndicate PDA and ID card faction clothing don't work correctly for one of the intended use cases (crew stealing a PDA to raid the nukie shuttle) since i assume it doesn't disable the NT faction for crew. This likely occurs for other faction clothing (an example would be the carp hardsuit if it was Real)
Reproduction
- Equip Syndicate PDA as crew
- Go to a Syndicate turret or footsoldier
- Die
Expected behavior
- Equip Syndicate PDA as crew
- Go to a Syndicate turret or footsoldier
- Live
Media
Additional context
eating a burger with no honey mustard
I think turrets should be reworked. They should shot you, if have different ID cards, instead of Syndi crew
It actually does work(It is correctly adding and removing "Syndicate" faction). The bug is not with the ClothingAddFactionComponent, the bug is with the NpcFactionSystem itself. The turret is shooting characters because they have the Nanotrasen Faction.
We are missing a PR from Wizden that updates the NpcFactionSystem to make it so that the turrets will not shoot people with the Syndicate Faction, regardless of what other factions they have.
i wrote this title wrong, the addition of the syndicate pda / id giving faction pr is bugged, not the addition of the faction, this should be open until its actually fixed
It is not bugged, the faction is being added correctly.
It is not bugged, the faction is being added correctly.
thats what im saying?? i'll rewrite the title
You'll need to port these PRs in order to fix it. And have the turret add Syndicate as an always-friendly faction so that it'll never target anyone with the Syndicate faction, regardless of if they also have a faction tag that the turret is hostile to (Such as NT)
https://github.com/space-wizards/space-station-14/pull/29636 https://github.com/space-wizards/space-station-14/pull/32975