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WIP adds blinking laser to mortar impact on UPP vs USCM gamemode #7239

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@cuberound cuberound commented Sep 29, 2024

About the pull request

humans need more telegraphing for firesupport as they are slow and get harmed a lot by it, impact goes by sounds start playing, 2,5 seconds pass, light starts flashing for one second, light stops flashing and second after that round hits.

Explain why it's good for the game

trying to make mortar more fair in upcoming UPP vs USCM gamemode

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balance: add flashing light to mortar impacts for UPP vs USCM gamemode
/:cl:

@cmss13-ci cmss13-ci bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Sep 29, 2024
@cuberound cuberound changed the title adds blinking laser to mortar impact on UPP vs USCM gamemode WIP adds blinking laser to mortar impact on UPP vs USCM gamemode Oct 9, 2024
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Wintermote commented Oct 23, 2024

If you wanted to make this more thematic and less gamey, it could be tied into a player's helmet HUD; if they wear the HUD, they get a flashing indication where the mortar will land, and if they don't wear it, then it's just normal mortar warnings.

Seems like a very good change to help improve HvH anyway.

@@ -365,6 +365,8 @@
SPAN_HIGHDANGER("A SHELL IS ABOUT TO IMPACT [SPAN_UNDERLINE(relative_dir ? uppertext(("TO YOUR " + dir2text(relative_dir))) : uppertext("right above you"))]!"), SHOW_MESSAGE_VISIBLE, \
SPAN_HIGHDANGER("YOU HEAR SOMETHING VERY CLOSE COMING DOWN [SPAN_UNDERLINE(relative_dir ? uppertext(("TO YOUR " + dir2text(relative_dir))) : uppertext("right above you"))]!"), SHOW_MESSAGE_AUDIBLE \
)
if(GLOB.master_mode == "Faction Clash UPP CM")
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this does not exist on master

@harryob harryob marked this pull request as draft October 24, 2024 18:32
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4 participants