robot_suit

Vars | |
aisync | If the cyborg starts with a master AI |
---|---|
chest | Chest part of this endoskeleton |
created_name | Forced name of the cyborg |
forced_ai | Forced master AI of the cyborg |
forced_ai_name | The name of the AI being forced, tracked separately to above so we can reference handle without worrying about making "AI got gibbed" detectors |
head | Head part of this endoskeleton |
l_arm | Left arm part of the endoskeleton |
l_leg | Left leg part of this endoskeleton |
lawsync | If the cyborg synchronizes it's laws with it's master AI |
locomotion | If the cyborg starts movement free and not under lockdown |
panel_locked | If the cyborg's cover panel starts locked |
r_arm | Right arm part of the endoskeleton |
r_leg | Right leg part of this endoskeleton |
Procs | |
ai_die | Clears the forced_ai ref |
clear_forced_ai | Clears [forced_ai] and [forced_ai_name] |
drop_all_parts | Drops all included parts to the passed location This will also dissassemble the parts being dropped into components as well |
set_forced_ai | Sets [forced_ai] and [forced_ai_name] to the passed AI |
Var Details
aisync

If the cyborg starts with a master AI
chest

Chest part of this endoskeleton
created_name

Forced name of the cyborg
forced_ai

Forced master AI of the cyborg
forced_ai_name

The name of the AI being forced, tracked separately to above so we can reference handle without worrying about making "AI got gibbed" detectors
head

Head part of this endoskeleton
l_arm

Left arm part of the endoskeleton
l_leg

Left leg part of this endoskeleton
lawsync

If the cyborg synchronizes it's laws with it's master AI
locomotion

If the cyborg starts movement free and not under lockdown
panel_locked

If the cyborg's cover panel starts locked
r_arm

Right arm part of the endoskeleton
r_leg

Right leg part of this endoskeleton
Proc Details
ai_die
Clears the forced_ai ref
clear_forced_ai
Clears [forced_ai] and [forced_ai_name]
drop_all_parts
Drops all included parts to the passed location This will also dissassemble the parts being dropped into components as well
set_forced_ai
Sets [forced_ai] and [forced_ai_name] to the passed AI