So if for example players John and Dave entered someplace, and it's area was /area/cave/
John could see himself, but not Dave
Dave could see himself, but not John
Unfortunately the invisibility variable isn't going to help in achieving this, either that or im tackling it in the wrong fashion.
area
maze_area
Enter()
//Do stealthy stuff here
return ..()
Exit()
//End stealthy stuff here
return ..()
Entered()
usr.sight |= SEE_SELF
usr.invisibility = 1
Exited()
usr.sight &= ~SEE_SELF
usr.invisibility = 0
This is the solution I came up with thanks to Kaioken and Hiead, thanks for your insightful debate.
I was originally only applying one, I didn't know to mix them both to get the desired effect, thanks again.
It sounds to me like you're looking to combine the invisibility var with the sight var. Look up sight var (mob) in your local DM Reference (F1 in DreamMaker) for more info.
You'll want to look at both of these procs in the DM Reference as well; you're using the wrong ones. Enter() and Exit() are used to test if the atom can move into or out of another atom. Rather, you should handle the "Stealthy stuff" inside of Entered() and Exited().
Hiead