Bottom post of the previous page:
Less OP than current ranged options really.The circuits can trigger grenades and ttvs in a number of ways so they can already work the most potent of items.
Bottom post of the previous page:
Less OP than current ranged options really.its going to be a bit of a mess to implement, needs a holder mob to be the attack_by mobGun Hog wrote:How difficult (or overpowered) would it be to have a component that can use items on things? I am keen on finally making the AutoDoc idea a reality. I can already make a bot that grabs stuff, then throws that stuff at other stuff, but not one that can *use* stuff on other stuff.
I'm not sure how you would remotely kill a wizard with chem stuff. Set up a whole bunch of voice activated deathmix grenades all over the station triggered by voice analyzers set to ei'nath?Oldman Robustin wrote:To be fair there was enough time to react though. Someone could've spent less time in chemistry for a similar result.
Put the grenade on a spear.EagleWiz wrote:I'm not sure how you would remotely kill a wizard with chem stuff. Set up a whole bunch of voice activated deathmix grenades all over the station triggered by voice analyzers set to ei'nath?Oldman Robustin wrote:To be fair there was enough time to react though. Someone could've spent less time in chemistry for a similar result.
Actually making autodocs would be stupidly handy.Gun Hog wrote:Selea, any ETA on letting bots use surgery tools, or was that idea scrapped?
I think you could have it use on ON/OFF bool for input, and output a direction that could be used by a locomotion circuit. It could have an outgoing pulse for "on checkpoint reached"Selea wrote:1. Which layout should have patrol circuit? Which I/O?
Wasn't thrower damage removed?Anuv wrote:Throwers are showing up again. Zipping around too fast to click/can't shoot at in any way, no way to tell who's controlling them, and instantly taking out a Durand at 90% to 0% in 5 seconds with glass shards, cool.
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