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zombie gamemode semi rework #2194

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merged 3 commits into from
Nov 26, 2024
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deltanedas
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About the PR

we have revs at home

  • IIs get syndie radio implants to communicate with eachother and form a plan
  • once the event starts, you have to wait 5 minutes before being able to zombify.
    every single person whos played zombies knows of the random musician turning in med while you tried to do a cool plan with other IIs, now you are forced to communicate!
  • changes the flavortext to be more of a bioterrorist than someone who happened to show up to work infected with romerol, why would they suddenly want to kill people instead of getting help / isolating? since it says syndicate sponsored the radio implant makes sense
  • if sec overhears the random group of people chanting DEATH TO NANOTRASEN! in maints before the delay ends they can kill/gib/cremate/etc the body and it wont get to become a zombie :trollface:

this only affects the zombie gamemode and the admin antag control, the event is still relatively disorganized

Why / Balance

zombies is one of the worst gamemodes, this should make it better for everyone (even the crew get a bit more time to have a normal shift instead of instant med biting -> evac)

Technical details

add DelayedRuleComponent for adding the zombie components after a delay

Media

it real

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Breaking changes

no

Changelog
🆑

  • tweak: Initial Infecteds now get radio implants to communicate thanks to the Syndicate.
  • tweak: Initial Infecteds now have to wait 5 minutes before they can turn, form a plan!

@deltanedas deltanedas requested review from a team as code owners November 14, 2024 18:04
@github-actions github-actions bot added S: Needs Review Changes: YML Changes any yml files Changes: C# Changes any cs files Changes: Localization Changes any ftl files labels Nov 14, 2024
@Avalon-Proto
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Now this is how to do a zombie mode

@ThataKat
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Unfortunate to lose the "sick and doesn't realize" rp potential but that hardly happened anyways. This seems like a good change to me

@deltanedas
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you can still do that for the survival zombies since theres no syndicate nature to it

if (!TryComp<MindComponent>(mindId, out var mind) || !TryGetEntity(mind.OriginalOwnedEntity, out var mob))
continue;

var uid = mob!.Value; // amazing language
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doesn't need a nullable warning suppression, .Value checks for null anyways

@Unkn0wnGh0st333
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make it lore wise that IIs are suicide operatives from gorlex (or something) with an engineered version of romerol that's slower and can activate on command made by interdyne.

@deltanedas
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they are already syndicate affiliated and IIs have always been able to trigger zombification with the action

@Unkn0wnGh0st333
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they are already syndicate affiliated and IIs have always been able to trigger zombification with the action

Loooore wise, the important stuff is always in the details... or maybe I'm just one of those nerds that looks to deep into item descriptions.

@MilonPL MilonPL added S: Awaiting Changes Do not merge due to requested changes and removed S: Needs Review labels Nov 17, 2024
@Avalon-Proto
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Soooo whens this gonna be done

@deltanedas
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still waiting for admin approval

@therealDLondon
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still waiting for admin approval

You have it. Lets see how this rolls

@github-actions github-actions bot added the size/M 64-255 lines label Nov 26, 2024
@deltanedas deltanedas merged commit 921a0e2 into DeltaV-Station:master Nov 26, 2024
11 of 12 checks passed
@deltanedas deltanedas deleted the zombie-ops branch November 26, 2024 12:23
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6 participants