We'll call the var continue_move for the sake of example. Unsure about this
By "you keep moving", I mean you dont stop.
If you hit up once, you keep going up and so on.
ID:160451
![]() Sep 6 2008, 6:04 pm
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Bakasensei wrote:
mob/Move() Though there is no delay, no stopping it(Unless you set the var back) Thats just the general idea I'm not sure, but you might want to spawn() out the call to step. If BYOND keeps track of the call-stack from Move()->step()->Move()->etc, you could hit the recursion limit and have the proc crash after you step a few hundred times in that way. |
Id add
Lag=5 to that code because with a 0 lag, continuous motion, they move crazy fast. I use it in my game Lol |
Though there is no delay, no stopping it(Unless you set the var back) Thats just the general idea