User:PotatoMasher

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Hi, I'm PotatoMasher.


I've been playing since my first round (#75529) on September 1st, 2017. I play the game, edit the wiki occasionally, and very rarely submit code changes.

I also have a YouTube channel that I occasionally post stuff on. You can check it out here!

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Current Projects

User:PotatoMasher/Lamprey Station - A port of the infamous vgstation map. Try not to get lost.

User:PotatoMasher/Grimbox Station - A modification of Icebox Station themed after a certain server. Intended for admin event use.

Admin Shenanigans

Fun stuff for goofing around as an admin listed below if I come across some. It's hard to remember some things, so I figured I might as well save them here.

Unused Variables for Mobs

  • Sometimes you need a variable to store some information for use in auxlua scripting or to force generate bespoke elements. Search for "corner" in the mob's VV and you'll see four variables corresponding to diagonal directions; these are typically used for smoothing objects together such as tables and walls. No mobs use this functionality as far as I know, so these are all empty variables you can use as you see fit without worry of other code overwriting them!

Modifying Lobby/Roundend Music

  • You can disable the roundend music (and by extension the lobby theme for newly connected players) by setting the login_music variable on the Ticker subsystem to NULL. Good for if you want to play timed music just before the round ends but don't want the default music layering weirdly over what you played.
  • By extension, you can also change it to a song of your choice by changing the variable type to 'file'. Note that the file you upload MUST be in .ogg format for it to work as the default lobby themes are all in this format.

Bump Attack Weapons

  • VV your item of choice, add the bumpattack component with the dropdown. One argument, value = 8192. Will make the item attack automatically when the wielder collides with someone while they hold it.

Marketable Crew

  • VV the target humanoid, change "can_be_held" to 1. They will now act like pets for purposes of scooping them up. Adjust their scale in the VV Dropdown button "Modify Transform" for the immersive size.

Custom Footsteps

  • This was my bane to figure out for the longest time. We'll have to create a new footsteps element to sidestep how elements work. This will make a sort of faux component we can edit freely through the normally unused variable in VV.
  • Start by marking the mob you want to have custom footstep sounds. Find an unused variable on the mob, click the "C" and find "New Datum". Enter "/datum/element/footstep". This creates our new element! Click on the created element link, and in the new VV window for the element click "Call Proc". Enter "Attach" and just 1 argument. The argument will be your marked mob at the bottom of the selection window. Now it's added; to change the sound/volume/range of the footsteps simply return to the element we created and find the appropriate variables. The "footstep_sounds" variable likely contain a bunch of lists! You can go ahead and clear those and just replace it with a single audio file if you wish, lists and plain files are supported in the code.