TerraGov-Marine-Corps
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Move Delay Var On Vehicles Does Nothing
Description
Title, the move delay var on vehicles currently does nothing, as changing it to either an absurdly high or absurdly low value has no effect on it's movement. This only really affects powerloaders, as their move_delay is affected by the powerloader skill of the user.
Test Merges
Server-Side Code Modifications: https://tgstation13.org/parsed-logs/sybil/server_side_modifications.dm
Round ID: 25604 BYOND Version: 515.1626 Server revision compiled on: 2024-02-04T16:10:11+00:00 Master commit: db75f1659fd35ec520119b6a39ed2e7f1683a7e3 The following pull requests are currently test merged: #14942: 'Warrior changes - minor reworks and rebalancing' by lKiseki at commit 1cfe22d05a #14960: 'Revert "Fix flamer back tank disconnecting with magharness"' by Barnet2 at commit 96299cda55 #14975: 'SMG-45 HP->Squashhead, new sound' by Pariah919 at commit afc29b307d #14957: 'Fancy announcements (again)' by Neocloudy at commit 2dd65828e9
Local commit: 61ca9574e58d437fba6d6532cedee70d9b55e5aa Server tools version: 6.1.4
Reproduction Steps
- Find a mech/bike
- Enter it
- Use VV to edit the move delay to something really high (99999) or really low (0)
- Move the vehicle
- Notice nothing has changed
Screenshots
No response
To clarify, when I said mech in the reproduction steps, I meant powerloader. I have not tested this with the mecha mechs.
This is because the var used is actually vehicle_move_delay in the riding component.