No, no, no, you said you're looping every mob in the world to activate their AI, I need THAT loop.
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Okay, I don't think I understood (nor do I still) what you meant by a loop that is activating the Mobs' AI.
From the minute the Mob is created, his "Player" variable will be either "AI" or "Player", and if it's the former of the two, then the AI-Related Procedures will begin running. The loop (that I thought you were referring to) was started from the AI_Wander() procedure and the only way it will end is if the Mob's "Player" variable changes. So I think this might fall into one of those other 2 options you mentioned earlier instead of a loop. |
Yes, when you said loop earlier you were incorrect then.
I don't see how not spawning that particular bit of code would interrupt any other mob you have, in any way. Edit: Although to be safe try this New(var/Loc, var/Family) |
Huh... It's weird...
I just tried changing my code back to the earlier version in which I had it and changed the spawn() to sleep() again and it worked... I'm not quite sure what changed that I didn't notice but... Something did... At any rate, the issue's resolved. Thanks Rushnut. |
In response to YoukoSieg
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YoukoSieg wrote:
Huh... It's weird... So I was right? It's important because a friend, an annoying little shit sitting next to me, thought it was something else, and I HAVE to be right, or else. |
Lol. Yes, yes. You were right. Now feel free to rub it in his face, haha.
Edit: I also tried your later piece of advice and that worked fine as well. Thanks again. |
Code Version 2:
That's pretty much all the code involving this issue. Hope it's not so much that you can't follow it carefully, but good luck and thanks again, mate.