/tg/ Station 13 - Modules - TypesVar Details - Proc Details

porta_turret

Vars

always_upWill stay active
baseFor turrets inside other objects
controllockIf the turret responds to control panels
coverThe cover that is covering this turret
disabled_timeWhile the cooldown is still going on, it cannot be re-enabled.
gun_chargeThe charge of the gun when retrieved from wreckage
has_coverHides the cover
ignore_factionDetermines if our projectiles hit our faction
installationThe type of weapon installed by default
last_firedWorld.time the turret last fired
lethal_projectileLethal mode projectile type
lethal_projectile_soundSound of lethal projectile
lockedIf the turret's behaviour control access is locked
manual_controlIf the turret is manually controlled
modeIn which mode is turret in, stun or lethal
onDetermines if the turret is on
power_channelOnly people with Security access
quit_actionAction button holder for quitting manual control
raisedIf the turret cover is "open" and the turret is raised
raisingIf the turret is currently opening or closing its cover
remote_controllerMob that is remotely controlling the turret
reqpowerPower needed per shot
scan_rangeScan range of the turret for locating targets
shot_delayTicks until next shot (1.5 ?)
spark_systemThe spark system, used for generating... sparks?
stored_gunWhat stored gun is in the turret
stun_projectileStun mode projectile type
stun_projectile_soundSound of stun projectile
toggle_actionAction button holder for switching between turret modes when manually controlling
turret_flagsTurret flags about who is turret allowed to shoot
uses_storedif TRUE this will cause the turret to stop working if the stored_gun var is null in process()
wall_turret_directionThe turret will try to shoot from a turf in that direction when in a wall

Procs

null_gundestroys reference to stored_gun to prevent hard deletions
set_disabledPrevents turned from being turned on for a duration, then restarts them after that if the second ard is true.
toggle_onToggles the turret on or off depending on the value of the turn_on arg.

Var Details

always_up

Will stay active

base

For turrets inside other objects

controllock

If the turret responds to control panels

cover

The cover that is covering this turret

disabled_time

While the cooldown is still going on, it cannot be re-enabled.

gun_charge

The charge of the gun when retrieved from wreckage

has_cover

Hides the cover

ignore_faction

Determines if our projectiles hit our faction

installation

The type of weapon installed by default

last_fired

World.time the turret last fired

lethal_projectile

Lethal mode projectile type

lethal_projectile_sound

Sound of lethal projectile

locked

If the turret's behaviour control access is locked

manual_control

If the turret is manually controlled

mode

In which mode is turret in, stun or lethal

on

Determines if the turret is on

power_channel

Only people with Security access

quit_action

Action button holder for quitting manual control

raised

If the turret cover is "open" and the turret is raised

raising

If the turret is currently opening or closing its cover

remote_controller

Mob that is remotely controlling the turret

reqpower

Power needed per shot

scan_range

Scan range of the turret for locating targets

shot_delay

Ticks until next shot (1.5 ?)

spark_system

The spark system, used for generating... sparks?

stored_gun

What stored gun is in the turret

stun_projectile

Stun mode projectile type

stun_projectile_sound

Sound of stun projectile

toggle_action

Action button holder for switching between turret modes when manually controlling

turret_flags

Turret flags about who is turret allowed to shoot

uses_stored

if TRUE this will cause the turret to stop working if the stored_gun var is null in process()

wall_turret_direction

The turret will try to shoot from a turf in that direction when in a wall

Proc Details

null_gun

destroys reference to stored_gun to prevent hard deletions

set_disabled

Prevents turned from being turned on for a duration, then restarts them after that if the second ard is true.

toggle_on

Toggles the turret on or off depending on the value of the turn_on arg.