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Adding Multiz (WIP, almost done, NO MAPS in this branch) #8102
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Adding Multiz (WIP, almost done, NO MAPS in this branch) #8102
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Hey dude, we have a Multi-Z project already in project, see #8114, that's been in the pipe for a while. |
I like how he started coding right after I created PR here XD (features, to the empty base) |
We've been working on it for about a month and a half now, maybe more, I can't recall officially. If you were in the Discord you would know this. |
I'm not in discord, and yall started working on it seriosly not too long ago Here I asked him for getting help or recv help, but didn't get the answer, so I made on my own this PR |
About the pull request
This PR adds multiz mechanics that allow full interaction with them, movement, as well as use for multi zlevel strategic play
All airstrike methods from mortar to OB are included in the mechanics, their system is simple - each /turf has its deterrent properties measured by a number in antipierce, it affects whether the OB shot or your cargo crate can reach you.
You can move through zlevels either by pre-created methods, if you don't have any, you can create them yourself - by building a field ladder for humans, or a special wall for benos. (TODO: the ability for all castes that can crawl on the ventilation to climb up to the roof on their own)
You can destroy everything that before it was possible to break, only after the floor becomes bare, the next stage is open space, it is fun to break, but fix very expensive, that would fix the floor you need to first stand in front of the place where you want to build a floor, take in your hand 4 metal rod and click them on themselves, after which will appear lattice, on it you need to click metal (5 units) and then you have a bare floor again!
Hmmm, what about shooting between z levels?
Yes! You can shoot between them and even use a flamethrower! Enemy fortifications will not resist the power of UNGA!
Is it possible to throw a comrade higher? No, unfortunately you are not superman, but legends say that in the beginning it was possible, and this is how people in ancient times, before they invented ladders, they throw first comrade upper and then dragged remained!
But unfortunately came the evil blackcrystalic, saw this and said no, no, no... here will be makeshift ladders! and forbide to take things that are below you or above, as well as throw living creatures above you!
Multitiles can travel between zlevels too
TODO + NOTICE: If below openspace tile is something bigger enough to stop you from falling down, like wall, it wont be visually shown, so need to fix that
TODO + NOTICE: Right now there no indication if somebody above you (aka warning if it's marines or ally info if xeno), so don't be surprised by bullets rain
TODO: Add to marines cheaper&longer way to climb (like ropel/rappel)
TODO: open space indication, so you can see where you can be seen from above and where you can't.
TODO: runtimes for bad pipes/truncks connections in multiz
TODO: Fix fov decreasion in case if you try to see up in example for 3 zlevels, but in reality only can for 2
NOTICE: If this PR be merged, I'll make another PR for xenos underground expansion (rework tunnels as full multiz)
It is currently TMed in downstream and has maps to test here: RU-CMSS13#314
For now this PR will be DRAFT, as soon as the last round of TMs downstream is over I will cherry pick all new changes and remove DRAFT, also I would welcome any help and ideas.
Also here some little visual issue with openspace backdrop (shadow for holes to identify how many zlevels you see below and their borders clearly), would be cool to fix it later (it wont apply to backdrop, so I added it for now to transparent plane, so it will be visibly at least on viewer zlevel), prev it worked fine, like 2 years ago on other downstream, but then something changed with planes... womp, womp
Also maybe I will port the plane cube from tg, but it's not for sure, I don't have the desire to do it yet.
If I forgot to mention something or add keystone feature, be free to remind me to do that
Explain why it's good for the game
We can have more than 1z level per map? Arent it funny?
will be added more info here later if it's req
Testing Photographs and Procedure
Currently none, but I'll make sure to add it later
Screenshots & Videos
Here will be something cool
Changelog
Small version of it rn, I'll make it cleaner when set pr as ready for review
🆑 BlackCrystalic
add: Multiz support
add: Look UP option, up to 3 floors above you can see with decreasing FOV
add: Special makeshift ladders for multiz, that can be build for 25 metal or build like normal wall as xeno
add: New roofs, simply tiles
soundadd: Fall sound
imageadd: Makeshift ladder for marines and zenomorfs
imageadd: New types roofs from Mojave Sun
/:cl: