space-station-14
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Add explosive cord.
About the PR
Adds explosive cord. "cables" that look sorta like MV wire, but explode!
Why / Balance
Adds explosive cable and detonators as a researchable tech and makes it available to security for controlled demolition / breaches. Also makes it available in the emaged autolathe. They are intended to be a NT brand explosive and have some practical purposes for the station crew.
The detonators can be constructed similar to a modular grenade by adding a modular trigger and then a length of explosive cable. The detonators can then be stickied to a placed explosive cable to set them off safely from a distance.
This PR also adds a box which contains some detonators and triggers.
In getting them to work the way I want, I also made it possible to interact with TimerTriggers via the e-key (Interact) while in world / on the ground.
I also made it possible to interact with c4 or other stickied explosives after they are stuck.
(ignore old sprite, explosion is the same size)
Technical details
I added some fields to cable placer system to let it work with entities that aren't power specific.
Made it possible to interact with OnUseTimerTriggerComponent in world.
Made it possible to interact with stickied entities in world.
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
:cl:
- add: Explosive cord and detonators have been added for precise demolition!
- tweak: grenades and explosives with timers can now be interacted with in world via the interact key.
- fix: c4 and other stickied bombs can be activated after being stuck.
"Det" is a very questionable abbreviation for it, I thought you were talking about detectives at first...
Boom cord
I don't think they should reuse the MV cable sprite and position
If the cord is going to be used by the crew in controlled demolition, it should have a different identifier, such as a striped pattern or different thickness, to avoid any mistakes.
I don't think they should reuse the MV cable sprite and position
Its to make them blend in at least potentially. The det cord appears above tiles to make it non-trivial to hide them for long runs. Also the MV cables already has the center-tiles sprites so a new set would be weirdly off-center.
The other issue, is to make them look like cables I need the cablevis system, but that works based on node groups, so if I want a separate node group the det cord would need an empty system since I have no other use for one of those.
I could make the sprites striped though I guess.
i would just make em red
We are trying to shift away from using pure green and pure red where color is the only distinction, for accessibility reasons. If detcord is to intentionally look distinct then it should probably have a telltale texture, like stripes as it was suggested (And generally we have been trying to shift to blue/blueish-green vs orange-red from green vs red)
if you want it to be able to blend in add a way to change the colour of the cable to look normal or make a traitor item that’s the same colour as normal cables
by default the explosive should be labelled
RSI Diff Bot; head commit 2ff63b1f89e903ec7ebc6cd35c75231a4ddda706 merging into 7f2e6ccbb887addf5c3381f8c84fff6c451d1405 This PR makes changes to 1 or more RSIs. Here is a summary of all changes:
Resources/Textures/Objects/Storage/boxes.rsi
State | Old | New | Status |
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trigger | ![]() |
Added |
Resources/Textures/Objects/Tools/cable-coils.rsi
State | Old | New | Status |
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coilex-10 | ![]() |
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coilex-20 | ![]() |
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coilex-30 | ![]() |
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coilex-equipped-BELT | ![]() |
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coilex-inhand-left | ![]() |
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coilex-inhand-right | ![]() |
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Resources/Textures/Objects/Weapons/Bombs/detonator.rsi
State | Old | New | Status |
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addtrigger | ![]() |
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complete | ![]() |
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empty | ![]() |
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primed | ![]() |
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wired | ![]() |
Added |
Resources/Textures/Structures/Power/Cables/ex_cable.rsi
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excable_0 | ![]() |
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excable_1 | ![]() |
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excable_10 | ![]() |
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excable_11 | ![]() |
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excable_12 | ![]() |
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excable_13 | ![]() |
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excable_14 | ![]() |
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excable_15 | ![]() |
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excable_2 | ![]() |
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excable_3 | ![]() |
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excable_4 | ![]() |
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excable_5 | ![]() |
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excable_6 | ![]() |
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excable_7 | ![]() |
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excable_8 | ![]() |
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excable_9 | ![]() |
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This pull request has conflicts, please resolve those before we can evaluate the pull request.
Test fails are unrelated AdvertisementSystem bulldozed PRs from earlier today.
This one's ready for a review I think
This pull request has conflicts, please resolve those before we can evaluate the pull request.
What would happen if you stacked a bunch of explosive cord in a satchel? Questionable balance concerns here if that hasnt been tested
What would happen if you stacked a bunch of explosive cord in a satchel? Questionable balance concerns here if that hasnt been tested
They stack like mats do in bags, and the stacks have pre-set explosion sizes. Maybe one day they'll scale dynamically with stack size, but this PR already touches too many thingies.
You can force them to unstack and fit into a bag, but you can also do this with any explosive including just explosive payloads.
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.