Ok Basicaly i want the object to still deal damage but carry on moving after it hits the user.Any ideas?
When i make the objects density 0 it obviously doesnt bump.
ID:151724
Jul 20 2009, 5:36 am
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Jul 20 2009, 5:47 am
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... Don't make the Bump() proc do damage? Make a Damage() proc. Call that as often as needed.
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In response to Foomer
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You could also use bump() and if it stops, call up whatever u need to to move the monsters.
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In response to Superbike32
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thanks. I resolved this by doing this:
Bump(atom/movable/a) |
In response to Rapmaster
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That's just a bad implementation, since the object will still be dense (and pathfinding functions will think that way as well, not that it matters), it will be stopped by dense turfs or objs*, and setting the loc directly to move things is just a bad practice which should be normally avoided.
*: Maybe you want this part, you didn't specify. If you do, then you'd do it in a slightly different way then what I'm about to describe. Instead you should make the object non-dense, and simply make it hit mobs by looking for them each time it moves into a turf. You could do this by overriding either turf/Entered() or the moving-object's Move(): obj/special_attack |