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vehicle chaining #941
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vehicle chaining #941
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src.max_dist = max_dist | ||
src.equal_force = equal_force | ||
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tether_beam = owner.Beam(target, "usb_cable_beam", 'icons/obj/wiremod.dmi') |
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should probably use the maximum distance flag on this, unsure if it will help with the choppy beam, that will most likely require updating the beam on move
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try calling tether_beam.recalculate() on movement to get it to redraw nicer
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Tried this, it did make it better, it's jumping ahead instead of lagging behind, but it is a lot less choppy.
2023-02-19.22-19-17.mp4
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thats because of glide, without glide it would look fine how you'd solve this would be to make a recalculate proc that animates the beam from its old location to its new location based on the parents glidesize
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Im having trouble animating it since 1 beam made up of a bunch of smaller ebeams. even if I did get it to animate I think it would still be scuffed if the parts dont move perfectly. do you know of anywhere I could look at that has beams with animated movement like how we want it?
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okay yea that won't work looking at beam code now, hm this will have to do until we get something better than current beam code
About The Pull Request
Using a cable coil on a vehicle, then on another object (people structures etc) you can chain the object to the vehicle, making them get pulled (and tripped) when the vehicle moves.
Why It's Good For The Game
Could be used for very fun shenanigens, + uses a component for the connection, so we can use this for a lasso traitor item or something similar later in the future
Testing Photographs and Procedure
Screenshots&Videos
Demo Video
https://cdn.discordapp.com/attachments/1063182410033926196/1076948449121017986/2023-02-19_14-23-24.mp4
Changelog
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add: Added vehicle chaining, use cable coil on a vehicle then on something else to drag it behind the vehicle. You can free someone by using help intent or wire cutters on them.
code: Added a chain component, which lets you make one atom/movable follow another
/:cl: