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  Guide to designing/mapping shuttles
Posted by: Cael_Aislinn - 02-10-2016, 11:48 AM - Forum: Development - No Replies

Greetings spacefarers! I am designing shuttles to be the goto choice for exploring and tooling around the system for space adventurers with the right balance of speed, range and transport capacity. With the latest update to the test server an early version of the shuttles is now available for testing. For said testing purposes, I've done up two basic premade shuttles based off the SS13 Arrivals Shuttle and Nuke Ops ship. As they are quite large, test pilots are recommended to spawn them on the NORTH or EAST edges of the ship hull as they spawn with the bottom left corner on the player.

I've designed the controls to be fairly intuitive but I'll have a quick word here. Use the second view mode to see the immediate surroundings of the shuttle and third view mode to see up to 7 (14?) sectors in the distance (the first viewmode returns you to normal). The arrow buttons control movement and turning. Movement forward and backwards is pixel based and fairly slow, while strafing is tilebased and has a 3 second cooldown. Turning is locked in 90 degree increments as the interior of the shuttle turns with the exterior. Use cruise mode to travel long distances in a hurry and maglock down (when you are touching enough metal walls and floors) for ease of loading/unloading.

Mapping Turfs
There are 3 turfs you want to use exclusively to map the interior of the shuttles. The differences are in opacity, density and sprite as well as what turf spawns when the shuttle is destroyed. You must use the 3 types so the shuttle can correctly track the status of it's interior. For "different" turf types just modify the sprite and stats. The types are:

/turf/simulated/shuttle/hull (dense and opaque, spawns steel walls on destruction)
/turf/simulated/shuttle/hull/window (dense but not opaque, spawns rwindow+grille combo on destruction)
/turf/simulated/shuttle/hull/floor (neither dense or opaque, spawns tiled floors on destruction)

Engines
Make sure that sufficient /obj/structure/shuttle/engine have been placed. Shuttles have a max speed of 50 pixels per second but more engines will increase the rate of acceleration. Direction and where they are placed is irrelevant, and they're purely props otherwise (for now).

Contents
Shuttles have full atmos, lighting and power simulation so make sure you place appropriate supporting objects (lights, wiring, an APC and/or SMES, spare atmos canisters, atmos alarm etc). Use ordinary station airlocks as well instead of dummy unpowered airlocks. It's a good idea to map out a "cabin" area as well, where you will place the shuttle helm /obj/machinery/computer/shuttle_helm which is necessary to pilot the shuttle. Make sure to leave a little space for some tables and maybe a copilot so that there's room for future control consoles to be developed. I also strongly suggest using the Halo themed airlocks at /obj/machinery/door/airlock/halo and /obj/machinery/door/airlock/multi_tile/halo

Entry/exit
In order to enter or a shuttle when it is not maglocked, you will need to place some instances of /obj/machinery/door/airlock/shuttle around the outside of the hull. They function as ordinary airlocks, but will allow entry at the corresponding point on the outside of the hull as well as exit from inside to that point outside (via the "Enter" and "Exit" verbs on the Vehicle tab). While the shuttle is maglocked players can enter and exit through the airlocks like normal, and eg cargo loading flaps and conveyors can function properly too. Remember to place windows so people inside can look out!

Size and dimensions
For technical and gameplay reasons, please restrict your shuttle interiors to maximum dimensions of 15x15 (and probably at least 4x4 or 5x5 in size). Also try to design your shuttle to be either rectangular or square to avoid invisible walls around the outside of the hull (the shuttle bounding box has to be either rectangular or square due to technical reasons, so design the interior accordingly).

Creating the shuttle sprite
Finally, as the shuttle will be the same size on the outside as the inside (no Tardis here) a sprite will be needed matching the full dimensions of the interior. Say your shuttle was 10x10, as each turf is 32 pixels by 32 pixels the sprite for that shuttle would need to be 320 pixels by 320 pixels. This is a decent job of work for any spriter (especially SS13 spriters who are used to working in miniature) so I have developed a shortcut to produce an iconic and reasonably decent looking sprite with those dimensions. Simply create an identical map to your interior but strip it of everything except for external airlocks, engines, walls and windows. Replace all floors with walls (to represent the "roof"). Disable the area overlay in the editor then take a screenshot of your finished top-down shuttle to represent the sprite! Remember to crop and/or scale and/or photoshop your screenshot appropriately so that the image matches the proper dimensions and looks cool.

Send everything you have created to me for final checks along with a description of the shuttle's purpose and I'll see about getting it onto the server. If you have any queries or requests for assistance you can come see me also.

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  Achilles's Staff Request
Posted by: HellishAchilles - 02-09-2016, 04:34 AM - Forum: Finished Applications - Replies (8)

What position are you applying for (Development or Staff)?
Administration

How old are you?
Eighteen 


Known IC Names Or Ckey:
AchillesHeel

What timezone are you in?
(Eastern Time Zone)UTC-05:00 or UTC-03:00(Brasilia Time Zone/sometimes visit family in Brasil often )

How long can you be active on the server everyday?
Weekday/Weekend: Six hours minimum(Variable due to work and in real life events) 

How long have you been playing Space Station 13?
Eight years

Have you ever been banned in the past?
I'm positive I have been banned at least once or twice in my earlier years on my playing upon SS13. 

Do you have any past experience as a moderator?
A short lived on Colonial Marines as a moderator for a day where I had to abruptly leave due to a in real life accident occurring as that is my only moderator experience on a SS13 game. I was Head Admin for a older byond Dragon ball z based game called Dragon Ball Curtain Call and maybe a few other older byond games as different staff before Fumimation's mass removal of most to all of the dbz based games.

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Thumbs Up YAASS
Posted by: DOMKU - 01-17-2016, 03:21 PM - Forum: The Barracks (General Discussion) - Replies (1)

I am absolutely amazed that a LEGIT HALO server for SS13 has happened!!! I am amazed that I already had an account here, this IMMENSIVE OUT MY MIND, I'M GOING CRAZY!!!

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  Hello guys,i new can you help me?
Posted by: Sonosfree1 - 01-14-2016, 01:32 AM - Forum: Career Service Vita (CSV) - No Replies

I need help for understand that because i an a big fã of halo (who dont are) and i see that project at reddit
And i realy want help making sugestions what ever.


Sorry about the english errors i not american

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  Composer
Posted by: Sonosfree1 - 01-13-2016, 05:18 PM - Forum: Overmap Requests - Replies (2)

Make the composer for research with the composer labs


Who plays halo4 understand

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  Shuttles
Posted by: Cael_Aislinn - 01-12-2016, 05:30 AM - Forum: Development - Replies (1)

Hi folks. After procrastinating on working on turrets I decided instead to take a look at shuttles and start thinking about the beginnings of civilian/transport ships. I've been working hard the past few days and shuttles are now basically complete. They function similarly to fighters and dropships except they're much larger, being basically "transport" vessels. They've got 2 modes: transit and maglocked.

Transit Mode

When in transit mode they function similarly to fighters (a solid multitile object which can be flown in, around and away from the capital ships) despite being much larger (the personnel shuttle I'm using for testing is 6x12 turfs) and movement is a mixture of pixel based and turf based. Pixel based when moving forward (although their basic engines are very slooow) and turf based when moving sideways. There is also no pixel rotation, it's instead locked to 90 degree turns on the spot (either clockwise or counter-clockwise) but it still needs tail room to turn so try not to get it into any tight spaces. I'm having some issues with entering and exiting in transit mode so I may disable that or try and rework it.

Maglocked Mode

Shuttles also have elements of capital ships though as once inside them you can physically walk around and interact with things. Strap yourself into a chair or take inventory of the stocks while your pilot (or computerised autopilot) takes you to your destination. While in transit mode the "interior" of the ship is hidden away in a bubble of reality and all the world sees is the shuttle object, but in maglocked mode the interior of the ship is merged with the real world... it has been "maglocked" and you can move in and out of it just like normal SS13 shuttles. Entering, exiting, loading and unloading is much easier in this mode. It'll also enable refuelling and recharging the internal APC.

The idea with these shuttles is that they're a mix between capital ships and fighters. It's how moving several people at once will work, along with cargo and resources. Dropships currently have exactly the same mechanics as fighters but I will probably switch them over to using this new shuttle system soon.

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  Hello
Posted by: Rain7x - 12-31-2015, 09:33 PM - Forum: Career Service Vita (CSV) - No Replies

I'm Rain, I am a moderator and I'd like to think I'm pretty knowledgeable about Halo and SS13, so if you ever need help or anything feel free to ask me. Add me on steam if you want

http://steamcommunity.com/id/Rain7x/

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  Server Skype Chat!
Posted by: BDpuffy420 - 12-29-2015, 06:52 PM - Forum: Section II (Announcements) - Replies (2)

Halo: Space Station Evolved

Server Skype Chat
   
      We now have Skype group anyone can join, be sure drop in and ask questions or chat with other players!
Same rules from the TeamSpeak also adhere to the Skype group.


[This is outdated and we now use Discord, this skype group is unsupported and used primarily by russian bots for whatever reason. Please join our discord!]
[discord.gg/v7YTVt3]

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  Bug Report
Posted by: gnugnu12 - 12-29-2015, 04:47 PM - Forum: Bug Reports - Replies (1)

The stairs aren't right, me and james were on and we went up the stairs and tried going back down and were blocked by the stairs trying to get back down the way we came so they worked as a kind of one way door.

my sprite would be fixed in place looking a set direction yet I could be moving in a completely different direction james saw this on his screen too.

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  Bug Report - Pelican/Long Sword
Posted by: gnugnu12 - 12-29-2015, 04:01 PM - Forum: Bug Reports - No Replies

The Engines do not work, tried both space bar and the 5 key on num pad.

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