Goonstation 13 - Modules - TypesVar Details - Proc Details

Vehicle Pod

Whether to append a random number to the name of the vehicle

Vars

init_comms_typeI got sick of having the comms type swapping code in 17 New() ship types so this is the initial type of comms array this vehicle will have
rcsbrake toggle

Procs

AmmoPerShotMain Computer Code
InstallInstall Ship Part
MouseDrop_TEngine Setup //Life Support Setup //Com-System Setup // Sensor System Setup // Lights Subsystem
NewIon Trail Setup
access_computerLife Support / Com System Main Weapon /Sensors /Secondary System /Locking System
access_main_computerShip Verbs
attackbyAttack Code
boardBoard Code (also eject code lol)
ejectCalled when the loc of an occupant changes to something other than a pod. (It's in mob/set_loc. Yes, really.) Use leave_pod if the occupant is exiting the pod normally, and don't call this directly.
exit_shipExit Ship Code
find_pilotFind new pilot
handle_occupants_shipdeathWhat happens to occupants when ship is destroyed
open_parts_panelOpen Part Panel
setup_ion_trailNew Vehicle Code
ship_messageShip Message
shipdeathShip Death
threat_alertIncoming!
updateDialogships should pretty much be immune to fire

Var Details

init_comms_type

I got sick of having the comms type swapping code in 17 New() ship types so this is the initial type of comms array this vehicle will have

rcs

brake toggle

Proc Details

AmmoPerShot

Main Computer Code

/Panel Code////////////////

Install

Install Ship Part

MouseDrop_T

Engine Setup //Life Support Setup //Com-System Setup // Sensor System Setup // Lights Subsystem

/ MouseDrop Crate Loading ////

New

Ion Trail Setup

access_computer

Life Support / Com System Main Weapon /Sensors /Secondary System /Locking System

/////Main Ship Computer Access ////////////

access_main_computer

Ship Verbs

attackby

Attack Code

board

Board Code (also eject code lol)

eject

Called when the loc of an occupant changes to something other than a pod. (It's in mob/set_loc. Yes, really.) Use leave_pod if the occupant is exiting the pod normally, and don't call this directly.

exit_ship

Exit Ship Code

find_pilot

Find new pilot

handle_occupants_shipdeath

What happens to occupants when ship is destroyed

open_parts_panel

Open Part Panel

setup_ion_trail

New Vehicle Code

ship_message

Ship Message

shipdeath

Ship Death

threat_alert

Incoming!

updateDialog

ships should pretty much be immune to fire