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Lifeboats # 2 (revive)

BlackCrystalic requested to merge BlackCrystalic/colonial-warfare-:lifeboats into dev

Changelog

🆑 BlackCrystalic

rscadd: Escape Pods using tg shuttle system.

rscadd: CL pod override (can evac at any point of round)

rscadd: Evacuation authority now as subsystem with fix bugs.

tweak: Timer lifeboats 20 min > 15 min, auto launch after 5 min wait, auto sd if all lifeboat escape, lifeboat overload 25 pop (1 xeno = 1, big = 3, queen = crash).

/🆑

🆑 ihatethisengine2

rscadd: Lifeboats are now working. Added status displays for lifeboats.

/🆑

🆑 Ghostsheet

rscadd: Added explosive bolt terminal for the lifeboats launching.

/🆑

🆑 Firartix

rscadd: Lifeboats are now using the new shuttle system.

/🆑

Details

How do lifeboats work?

  1. When evacuation is called, a 15 minutes countdown starts. After 10 minutes, when evacuation is confirmed (pods begin to launch) and cannot be canceled, the lifeboats doors open.

  2. After the end of the countdown, explosive bolt terminals appear. In order to decouple and launch lifeboats, you need to disengage safety and shoot at a special target - an explosive bolt. To disengage safety you will need an ID (SL access or higher) or another person's hand print (basically, if you don't have access, you will need two people to launch the lifeboats). After the bolt is shot, the lifeboat launches. Or make sure wait 5 min to auto launch.

  3. After all lifeboat escapes sd auto detonate almayer (if one escaped or no one, req manual detonate)

Queen can hijack the lifeboat by using the console inside. After this, the lifeboat cannot launch.

Thanks to @1815warfan1815 for the help with status displays sprites! Please check the code and grammar/spelling. Probably should be tested. Works perfectly on my local server though.

Related Issues

Closes

Edited by BlackCrystalic

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