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Particle Rounds
About the PR
This PR adds Particle Bolts as projectiles. They sound not exactly, but very similarly, to how you expect them to.
(gif too big, sorry. Click for cool laser action.) https://i.imgur.com/mn6mQtF.gif
Currently WIP as there is some additional functionality needed for what I want them to do.
They are 'plasma rifle' style projectiles meant to be fired out of a new class of Particle Weapons. The plan is to make Particle Weapons explode if you try to shoot conventional projectiles out of them, and make conventional weapons explode if you try to shoot particle projectiles out of them. Unfortunately the functionality for that was recently reverted, but is also needed for flare guns, so I plan to make that work.
This PR also adds some functionality to Frezon which was missing, making it possible to digest it. It also makes Frezon make you... quite cold if you do. Also a Frezon reagent recolor because the current one is very bleh and dark, where as the frezon gas most often thought of is quite vibrant.
proof all new things worky:
here are the colors of the particle bolts (the dark blue is the old color of frezon, the cyan is the new color of frezon):
Why / Balance
The have the same nominal damage totals as their conventional counterparts. Where they differ is in how that damage is done.
Their goal is to be hell on hardsuits. While the majority of their damage comes from heat, their reagent effects are not impacted by armor, and in the case of frezon actively punish hardsuit wearers.
The base Particle Bolt does a mix of Heat and Slash damage. The three ignoble gas particle bolts do Heat damage, but also poison their targets with the relevant reagent.
For Plasma Bolts this means Heat Damage plus ~6 poison / u For Tritium Bolts this means Heat Damage plus ~6 radiation / u For Frezon Bolts this means Cold Damage plus you actually get cold. This is kryptonite for people in hardsuits.
Technical details
Media
- [X] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase
Breaking changes
Changelog
RSI Diff Bot; head commit a70b702ae686bcc1654d078f102400488f57a743 merging into 5da590e0f8d8ea47e4be3370367faab5f1e509af This PR makes changes to 1 or more RSIs. Here is a summary of all changes:
Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi
State | Old | New | Status |
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bolt | ![]() |
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Modified |
Resources/Textures/Objects/Weapons/Guns/Projectiles/particleproj.rsi
State | Old | New | Status |
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fill1 | ![]() |
Added | |
fill2 | ![]() |
Added | |
front | ![]() |
Added | |
particlebolt | ![]() |
Added |
the frezon changes would probably be best put in another PR as they seem to be unrelated
the frezon changes would probably be best put in another PR as they seem to be unrelated
The projectile makes no sense without the changes, its very related.
I don't see a good argument why every single bullet is being copy-pasted for this?
I don't see a good argument why every single bullet is being copy-pasted for this?
the reason is so the calibers match the conventional projectile calibers so they can be (mistakenly) fired from the wrong weapons to make them explode once that functionality is back.
Also, the different calibers have different damages and solution fills. Pistol ~ 16 Rifle ~ 17 Magnum ~ 35 as are their conventional counterparts.
Also, I'm willing to compromise on the name of them, but It seemed like all the good names are already taken between lasers and ions. Particle was the best I could come up with given that.
Also, I'm willing to compromise on the name of them, but It seemed like all the good names are already taken between lasers and ions. Particle was the best I could come up with given that.
As is this just significantly increases yaml debt for minimal gameplay, you should start with a couple prototypes and give it a dedicated gun instead of doubling the existing ones.
Hmm. Okay, I can drop all but the .35 pistol ones pretty easy.
I assume its okay / preferred if I don't try to mess with the gun system stuff in this PR for that wrong-ammo functionality and open another instead?
Hmm. Okay, I can drop all but the .35 pistol ones pretty easy.
I assume its okay / preferred if I don't try to mess with the gun system stuff in this PR for that wrong-ammo functionality and open another instead?
Up to you I don't mind, my main worry is it's a lot of unused prototypes when I think this is better off being its own gun + sprite + bullets.
Yeah. I do intend to add sprites for unique guns that shoot them, and I've been debating a silver/grey casing to make them visually different. I wanted to float the idea first though before I put in all the effort for the extra bits.
Another idea I thought about, but haven't totally wrapped my head around would be some sort of GasTankAmmoProviderSystem that would mean no cartridges etc., but it also means the ammo is a lot less restrict-able which I dunno if is good.
Making a gastank thing to shoot atmos gas sounds better.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Closed due to feature freeze May 10th-June 14th. Comment to have it reopen after this.