Hello,
I am trying to make it so that when they Summon Shenron, the world darkens.
i tried using this code :
Summon_Shenron()
set category = "Inventory"
if(usr.dball1 == 1 && usr.dball2 == 1 && usr.dball3 == 1 && usr.dball4 == 1 && usr.dball5 == 1 && usr.dball6 == 1 && usr.dball7 == 1)
world << "The Mighty Shenron Has Been Summoned!!!"
view(12) << "[usr] has summoned Shenron!!!"
usr << "THE MIGHTY SHENRON APPEARS BEFORE YOU!"
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return
overlays += 'black.dmi'
sleep(200)
overlays -= 'black.dmi'
area
outside // lay this area on the map anywhere you want it to change from night to day
layer = 6
//----------------------------------------
But it doesn't work.
Please help!
ID:175121
Jun 9 2003, 11:35 am
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Jun 9 2003, 12:32 pm
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no errors?
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In response to Nave
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Yes, there are no errors, but it doesn't do anything in the game!
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In response to Gokuss4neo
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<code>var/area/outside/O=locate() if(!O) return O.overlays += 'black.dmi' spawn(200) O.overlays -= 'black.dmi'</code>
Your method of locating the area was wacky, and you'd specified "overlays" (meaning src.overlays) instead of "O.overlays". And I like spawn() better than sleep(). =) |
In response to Crispy
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thx man!
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In response to Gokuss4neo
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Sorry, after trying that, still nothing happened in game!
I used : mob verb test() var/area/outside/O=locate() if(!O) return O.overlays += 'black.dmi' spawn(200) O.overlays -= 'black.dmi' which is exactly what you said, so why isn't this working? |
In response to Gokuss4neo
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Did you put the area/outside on the map?
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In response to Branks
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I set the world Default to that area, surely that does it for me!
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In response to Gokuss4neo
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You have to make sure you set it right...also, in your map, right click on any place and you should see the layers, if it has a layer of 'outside' then your fine...
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In response to Dragon of Ice
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Thankz man!
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In response to Gokuss4neo
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No prob...just tryin to help!
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