So, I starting rewriting the gamemode. Again. I'm trying to figure out why aliens are being treated like humans. I got flustered when nothing worked and decided to run latest default Bay12 to see if I could find an in-game clue.
THEIR ALIENS ARE FUCKING HUMAN
I used PP > Make Alien on myself and I see "Assigned role: Assistant" in the Traitor Panel, and nothing shows up in the Check Antagonists window, either. Furthermore, when I use the Rudimentary Transformation options in the Player Panel ([ Xenos: Larva Drone Hunter Sentinel Queen ]), the role shows up as "Alien". Oh, and those simplemakes are coded likewise, with humans in tow: "simplemake=human;species=Xenomorph Drone;".
So, they completely removed Aliens as an antagonist and all but removed them from their code (they only have "Larva" as a datum/mind by default). What they DO have is a half-working steaming pile that'll take more work to undo.
I then tested TG Station. As of the time of this thread, TG is MUCH closer to what we have than where Baystation is right now (hint, hint). I don't mind staying with Bay, I just think TG is a nicer... everything. Anyway...
Here's what I propose: Apophis, you're a lot more experienced than I am with this. You continue doing the aliens like you have been and also take on the gamemode since it deals directly with alien spawning and how you want the general gameplay to happen. You'll be interested in the Alienize and Alienize2 procs that handle the transformations, such as at round-start. Meanwhile, the gang and I will handle everything else - Marines, jobs, access, weapons, armor, equipment, sounds, icons, maps, and carry over all the custom code we've written thus far.
Does that sound like a plan?
Alpha Plan
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RE: Alpha Plan
That sounds good for now, we can adjust it, as we need, as some other coders might be able to help with GameMode/Aliens down the line.
flamecow wrote: "unga dunga me want the attachment" - average marine