Let the nuke actually blow up the station!

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CPTANT
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Let the nuke actually blow up the station!

Post by CPTANT » #225186

The time is right! Bomb code now doesn't lag at all.

Let the nuke spawn a 40/100/200 explosion so we can actually see the fruit of all those nuke ops blood sweat and tears!
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Let the nuke actually blow up the station!

Post by CPTANT » #225191

And to make it even more awesome, let the inner destruction area be accompanied by a giant expanding fireball!

AWESOOOOOOOOOME
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Shaps-cloud
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Re: Let the nuke actually blow up the station!

Post by Shaps-cloud » #225195

MSO said he would do this after bombcode got improved, shame it never came about
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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Re: Let the nuke actually blow up the station!

Post by CPTANT » #225220

With the new bombs it would be awesome in general if there could be a visual shock wave spawned, it would really give more feeling to the expanding blob of nothingness.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Let the nuke actually blow up the station!

Post by Gun Hog » #225450

This would be trivial code-wise. I tried out a (100, 150, 200) explosion, and at first, it looked as if nothing happened, then a huge hole appeared in the epicenter, very slowly expanding outwards as if there were an invisible, growing singulo there. When it reached the heavy damage radius, it ripped through the rest of the station much more quickly. There we some oddities, where runtimes resulted in certain pipes and grilles surviving intact.

All-in-all, it is certainly possible at this point! If you keep the cutscene intact, players will be returned to either empty space or the outer ruins of the station once it finishes.
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Re: Let the nuke actually blow up the station!

Post by Not-Dorsidarf » #225626

We'd need to fix the whole "Diving through explosions to get off totally unharmed" bug for the nuke though
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Re: Let the nuke actually blow up the station!

Post by XDTM » #225629

Game is already over, nobody really cares who actually lives and dies, it just has to look cool
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Re: Let the nuke actually blow up the station!

Post by Gun Hog » #225631

Not-Dorsidarf wrote:We'd need to fix the whole "Diving through explosions to get off totally unharmed" bug for the nuke though
That is why I mentioned keeping the cutscene intact. The explosion would happen during that, when players cannot move. If you wanted to go HARDMODE on this fix, you could generation explosion objects that apply their respective ex_act() on entered(). That would open a new can of bugs though, such as applying ex_act() twice on thrown objects and what not.
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Re: Let the nuke actually blow up the station!

Post by kevinz000 » #225646

Feature
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Re: Let the nuke actually blow up the station!

Post by XDTM » #225660

Gun Hog wrote:
Not-Dorsidarf wrote:We'd need to fix the whole "Diving through explosions to get off totally unharmed" bug for the nuke though
That is why I mentioned keeping the cutscene intact. The explosion would happen during that, when players cannot move. If you wanted to go HARDMODE on this fix, you could generation explosion objects that apply their respective ex_act() on entered(). That would open a new can of bugs though, such as applying ex_act() twice on thrown objects and what not.
I think coders said that fixing it would at the very least put the lag back in, bugs aside.
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Re: Let the nuke actually blow up the station!

Post by CPTANT » #228459

This should so be a thing.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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