Jan 13 2005, 6:30 pm
In response to YMIHere
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Ah ok thanks YMI
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In response to YMIHere
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Nuffin happened :/
obj |
In response to Skye Reaver
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Maybe they weren't kidding in the reference when they said "The effect is purely visual." I figured it made an object, maybe it just makes an image. Instead of using missle you can create the bullet like you were before, and use walk_towards().
var/obj/Bullet/B=new(src.loc) You'll also have to delete the object itself, but you can do that in Bump(). |
In response to YMIHere
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obj It should work =/ I want it to be the object specified in the turret or other object that shoots things so i dont have to make a look() proc for everything |
In response to N1ghtW1ng
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Arg! Not sure what I was thinking, but you don't need another proc. You can spawn() off a recursive call to the proc you want to loop. Sorry. <=)
blah |
In response to Skye Reaver
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It would have to be a type path. That is a mix of a path and text.
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In response to YMIHere
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Ah!
Well, here is meh new code, problem- How do I make it delete the bullet? It floods meh screen with Did that hurt? lol obj |
In response to YMIHere
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Thats what I was thinking =P
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In response to Skye Reaver
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You delete it in Bump() after the player gets the message, but since we want it to delete whenever it hits anything, we'll do it outside of the if statement.
Bump(atom/A) if(ismob(A)) A << "Did that hurt?" del src |
In response to Skye Reaver
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Please explain to me in-depth what this means....
if(!locate(/mob) in oview(src,10)) I dont know what the ! does. :O |
In response to Skye Reaver
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! is the not operator. So if there was no mob in oview(src, 10) that would return true.
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