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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


Pages: 1 ... 477 478 [479] 480 481 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 823293 times)

QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7170 on: February 16, 2010, 06:54:46 pm »

'Mediafire file not found'

I suppose that wasnt on purpose?
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7171 on: February 16, 2010, 07:06:05 pm »

Uh.... damn, it failed.  :-\
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7172 on: February 16, 2010, 07:14:41 pm »

You copied too much URL.

Code: [Select]
http://www.mediafire.com/imgbnc.php/654eba9181a22865cd66bed6cb8d8c024g.jpg"%20border="0Should have been

Code: [Select]
http://www.mediafire.com/imgbnc.php/654eba9181a22865cd66bed6cb8d8c024g.jpg
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7173 on: February 16, 2010, 07:40:17 pm »

Wait, why exactly am I banned?

You nocliped around with a flame-thrower destroying the entire station we built
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7174 on: February 16, 2010, 07:40:35 pm »

Guessing this hasn't been fi- nope, still banned.

EDIT: OMG YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA- err....
Spoiler (click to show/hide)
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

Labs

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7175 on: February 16, 2010, 07:53:28 pm »

Wait, why exactly am I banned?

You nocliped around with a flame-thrower destroying the entire station we built


Well that just about summs it up. :P
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7176 on: February 16, 2010, 08:15:12 pm »

Congratz mono :D

And Labs, how did you noclip? Were you a mod?
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Labs

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7177 on: February 16, 2010, 08:16:25 pm »

I've been an admin for a while, a few months. I just had fun today with my powers. ;D
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I like to slip into bear caves around midnight and gently caress the carnivore inside before leaving a small cut of fresh fish and sneaking out.

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7178 on: February 16, 2010, 08:24:18 pm »

I've been an admin for a while, a few months. I just had fun today with my powers. ;D

BAD!

Also, zombie fights in the Thunderdome are a bad idea, since these zombies are unaffected by knockout gas and can break through walls. Some of them broke out the back wall, went around behind us, and ate us (the hosts). We had already started spraying NO2 out there, but that made it worse for the humans, since zombies are resistant to all chemicals.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7179 on: February 16, 2010, 08:27:22 pm »

See, that just seems hilarious to me.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7180 on: February 16, 2010, 08:29:05 pm »

Where the hell are the sleep toxins stored?
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7181 on: February 16, 2010, 08:50:20 pm »

Has the AI got any new ways to kill compared to the more recent maps?
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7182 on: February 16, 2010, 08:52:09 pm »

@Beorn: Me too, I was eaten through Rwalls! AHHHH!

@cajoes: Plasma Research or Atmospherics, I can give more details if you want.

@Micro: I don't think so, but I can't really compare as this and goonstation are the only ones I've played.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7183 on: February 16, 2010, 08:56:42 pm »

You do know you have a friendly zombification reversal button.

And zombies don't take less damage, and are not resistant to toxins, and others. However, when the game sums up the health of a zombie, it drastically reduces many factors, and during dezombification, those factors are unaffected, and without the zombie's version of the health sum, they could theoretically drop dead rather than become living. But since they are no longer a zombie, a zombie can resurect them...

(All that relies on the assumption that the code hasn't drastically changed since I last looked at it)

Code: [Select]
/mob/proc/updatehealth()
    if (src.nodamage == 0)
        if(!src.is_living())
            src.health = 100 - src.oxyloss/10 - src.fireloss/2 - src.bruteloss/2
        else
            if(src.is_rev == "no")
                src.health = 100 - src.bruteloss/50
                src.bodytemperature = 320
            else
                src.health = 100 - src.oxyloss - src.toxloss - src.fireloss - src.bruteloss
    else
        src.health = 100
        src.stat = 0
(Likely outdated.)
(From top to bottom, each src.health:
-Zombie:
    No toxin damage.
    Half fire and brute damage
    Little oxygen loss damage
-IT
    Only takes brute damage, and needs 50 times normal.
-Normal
    Full damage
-nodamage mode
    Always full health.)
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7184 on: February 16, 2010, 09:10:49 pm »

Thanks, good to know.

And it wouldn't be funny if I dezombified or teleported back to the base :D
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.
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