Ahoy! Cairo283 'ere, mapmin of Hoth Station 13.
I'm here, because the coder IRC is dead as fuck, to ask how you nerds did two things with your map:
One: How did you make it so that shuttles, when landing and taking off, leave non-space tiles behind?
And two: How did you allow people to pull things up ladders?
The first I ask, is because Hoth Station is planet-based, and the fact that the supply and escape shuttles leave a literal hole in the planet when they take off is rather game-breaking, and the second because we are going to be using a z-level that consists entirely of rock, representing the lower layer of the planet, which is accessible via ladder.
Some mapping and code questions
- Abbysynth
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- Joined: 30 Apr 2015, 21:15
- Location: Ottawa, Ontario
Re: Some mapping and code questions
1) There's code for it already in but I wrote my own. It's a pretty bad hack but what it does is use the shuttle code (which already saves the areas involved) to turn all the space tiles in the departing area into basic plating.
2) Ladders (NOT the ones that use the z-level controller in Bay), as in /obj/structure/ladder, are really simple objects we use for transporting across z-levels. All I did was add a check during the ladder movement code that checks for mob->pulling. Pulling is a pointer to whatever you're dragging, so it's a pretty trivial matter to grab it and move it with the person.
2) Ladders (NOT the ones that use the z-level controller in Bay), as in /obj/structure/ladder, are really simple objects we use for transporting across z-levels. All I did was add a check during the ladder movement code that checks for mob->pulling. Pulling is a pointer to whatever you're dragging, so it's a pretty trivial matter to grab it and move it with the person.
- Cairo283
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- Joined: 30 Mar 2015, 12:55
Re: Some mapping and code questions
Thanks, man! With your help, we should have Hoth Station up by the end of October!Abbysynth wrote:Helpful shit
Also, thanks for the speedy reply!