-
Notifications
You must be signed in to change notification settings - Fork 199
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds new mob: Space Laser Beam Carp #451
Conversation
…rite, and they shoot lasers instead of attacking in melee combat.
rapid = 1 | ||
retreat_distance = 5 | ||
minimum_distance = 5 | ||
weapon1 = /obj/item/weapon/gun/energy/laser/captain |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
this weapon1 var is irrelevant.
All the weapon var does is make the mob drop this weapon in it's Die() proc, which you've already overriden to just delete the mob.
You can remove the var/weapon1 and the assigning of the captains laser to it
The mob can shoot WITHOUT the need of this weapon var.
Once you've done as I've asked then the Code is good to go. |
Removed the var and the weapon. Thanks for clarifying that it wasn't needed. |
You are a monster for making Laser carp. I love it. I hope you make it more than just admin only though. Maybe a prob(5) chance whenever normal carp spawn! |
Right, Code is solid, I'll try to get someone with Maintainer access to sort this now. |
I LOVE YOU |
Space Laser Beam Carp are introduced as a child mob of spacecarp
![layzorcerp](https://cloud.githubusercontent.com/assets/7305553/2721865/5a12a4d2-c580-11e3-9348-5bc265c15ec5.png)
-Attacks with laser beams instead of biting
-Modified interaction messages
-Custom-made sprite, edited from current spacecarp images.
-Currently only possible to encounter via admin intervention
EDIT: Image was taken before the carp were made to actually fire lasers.