Bring singularity back from the brink of "particles don't even hit" (#3963)
* Bring singularity back from the brink of "particles don't even hit anything" * Remove force-disable-hard from singularity code so it doesn't just ignore containment Shouldn't this be the prototype's job if they want that so much? This might have some sorta downside, but this brings singulo back into being containable * Apply ShadowCommander's suggested layers/masks for particles Tested, singulo properly spawns and develops with this mask Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
@@ -113,7 +113,6 @@ namespace Content.Server.GameObjects.Components.Singularity
|
|||||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
|
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
|
||||||
Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
|
Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
|
||||||
|
|
||||||
_collidableComponent!.Hard = false;
|
|
||||||
Level = 1;
|
Level = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
using Robust.Shared.IoC;
|
using Robust.Shared.IoC;
|
||||||
|
using Robust.Shared.ViewVariables;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects.Components.Singularity
|
namespace Content.Server.GameObjects.Components.Singularity
|
||||||
{
|
{
|
||||||
@@ -8,7 +9,7 @@ namespace Content.Server.GameObjects.Components.Singularity
|
|||||||
{
|
{
|
||||||
public override string Name => "SingularityGenerator";
|
public override string Name => "SingularityGenerator";
|
||||||
|
|
||||||
private int _power;
|
[ViewVariables] private int _power;
|
||||||
|
|
||||||
public int Power
|
public int Power
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -22,5 +22,7 @@
|
|||||||
hard: false
|
hard: false
|
||||||
layer: [None]
|
layer: [None]
|
||||||
mask:
|
mask:
|
||||||
- MobMask
|
# Has to hit mobs, singularity, and singularity generator
|
||||||
|
- MobMask
|
||||||
|
- Opaque
|
||||||
- type: ParticleProjectile
|
- type: ParticleProjectile
|
||||||
|
|||||||
@@ -18,6 +18,7 @@
|
|||||||
!type:PhysShapeAabb
|
!type:PhysShapeAabb
|
||||||
bounds: "-0.5, -0.5, 0.5, 0.5"
|
bounds: "-0.5, -0.5, 0.5, 0.5"
|
||||||
mass: 25
|
mass: 25
|
||||||
|
# Keep an eye on ParticlesProjectile when adjusting these
|
||||||
layer:
|
layer:
|
||||||
- Opaque
|
- Opaque
|
||||||
mask:
|
mask:
|
||||||
|
|||||||
@@ -11,6 +11,7 @@
|
|||||||
!type:PhysShapeCircle
|
!type:PhysShapeCircle
|
||||||
radius: 0.5
|
radius: 0.5
|
||||||
mass: 5
|
mass: 5
|
||||||
|
# Keep an eye on ParticlesProjectile when adjusting these
|
||||||
layer:
|
layer:
|
||||||
- Impassable
|
- Impassable
|
||||||
mask:
|
mask:
|
||||||
|
|||||||
Reference in New Issue
Block a user