branchrust_reboot/main/PlayerMaintainedMonuments/airfield_maintainable_featurescancel
26 Commits over 30 Days - 0.04cph!
polish up airfield terminals
- fix pressing button stopping charging
- added "losing charge" state to screens
- missing emission toggle
- remove activation button from airdrop terminal (from playtest feedback), still present on chinook terminal
- clean up airfield maintainables prefab
merge from PlayerMaintainedMonuments
update prefab in scene, + airfield S2P
Added first pass of screens to the airfield terminals
- conditional contents based on charge
- switched Charge variable to syncvar, cleaner and better hooks
- added first pass of hook-ups for sounds, when ready
- fixed chargeupIO decaying charge code, not a bug but oddly inconsistent
- reworked prefab for airfield maintainables, moved everything around according to feedback
- added + improved testing convars for the two terminals
merge from PlayerMaintainedMonuments
prefab update in airfield scene + S2P
airfield fixes & updates
- second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power)
- added better indicators with flashing lights for charging stages
- remove "mockups" from maintainable folder name
- manifest
merge from PlayerMaintainedMonuments
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab
S2P for all 3
manifest for generator.noreset.static prefab
ChargeUpIOEntity saves/loads charge to/from disk
merge from PlayerMaintainedMonuments
merge from PlayerMaintainedMonuments
added maintainables to scene + S2P
fixed up prefabs
moved maintainables into proper place in monument (WIP placement)
merge from PlayerMaintainedMonuments
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
merge from PlayerMaintainedMonuments
change charge to increase by 1 each tick instead of increasign by power consumed, easier to configure
fixes after switching to charge-up IO
refactor airfield terminals to use a "charge up" type of powering
made general ChargeUpIOEntity to inherit from for this style of behaviour
merge from PlayerMaintainedMonuments
airfield scene to prefab
- added mockup maintanables to monument for playtesting
fixes and improvements, created mockup prefab for playtesting
First pass on airfield maintainable monument terminals
- 1st terminal increases air drop event timer tick rate (2x speed on countdown)
- 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present)
Will hook into power grid, with fuse "puzzle" to choose between terminal options