Summary (a quick, 2-3 sentence summary): Make proximity sensors detect only players on Run/Hunt and ignore Walk/Stalk.
Benefits (How this will benefit the server and game as a whole): Research-made mines won't end up cutting an area off for the entire round. Hiding them will be necessary, otherwise the xeno can just switch to Stalk and carefully walk over it. Also ghetto motion trackers if you switch to walk while holding the sensor.
Details (Description of how you think this would work, the benefits, etc): A very simple and tiny change to make prox sensors viable, nuff said in previous points.
Implementation (Optional, if you have an idea how to implement it): Work the code magic.
Proximity sensors ignore walk.
- Derpislav
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Proximity sensors ignore walk.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
- Arachnidnexus
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Re: Proximity sensors ignore walk.
That would actually be nice. I can already imagine a marine triggering a 120/120u K-H2O grenade by not walking and the resulting dchat salt. Delicious.
- coroneljones
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Re: Proximity sensors ignore walk.
+1
Sounds interesting and good
Sounds interesting and good
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- Derpislav
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Re: Proximity sensors ignore walk.
I've spent a few rounds yesterday making proximity triggered nades. tl;dr they're brutally effective and as brutally prone to causing FF accidents.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
- apophis775
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Re: Proximity sensors ignore walk.
That's the drawback.
- KingKire
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Re: Proximity sensors ignore walk.
Moving to close thread? or is it still open? +1 if it is.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- Derpislav
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Re: Proximity sensors ignore walk.
Bump, as it would go nicely with recent research changes.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
- Swagile
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Re: Proximity sensors ignore walk.
Anything to make research more relevant, since its the only thing that can keep up with the tier system of xenos that over time makes xenos REALLY good while marines stick to being a flatline "good" most of the round. This is especially evident on Ice Colony due to its size and z-levels that make long rounds inevitable unless either side is completely garbage.
- Surrealistik
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Re: Proximity sensors ignore walk.
Better yet they should have two sensitivity settings; high sensitivity = walk will trigger it, whereas walk doesn't on low.
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Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
Field Engineer Guide
Medbay Guide
Utility PFC Guide