obj/explode//States the object and its path
icon = 'Explosion.dmi'//States where the icon can be found
layer=MOB_LAYER+1// Makes it so that it covers the top layer of that tile.
proc//Begining the proc...
Explosion()//Naming the Proc...
for (var/turf/X in range(src,1))//If it is withing 1 tile of the "Explosion"...
X.overlays+=/obj/explode//Overlay the Explosion icon
spawn(5)//Wait a little bit
X.overlays.Cut()//Delete the explosion, not all things last forever :)
obj/LAW
icon = 'Bullets.dmi' //set an icon for the bullet so it can be seen in the game
icon_state = "LAW"
density = 1 //this have to be set to 1 so the bullet can hit people
Bump(mob/M)
if(istype(M,/mob/)) // Make sure what is hit is a mob
M.hp -= rand(75,130) + M.defence //Minus one point of health if hit.
if(M.hp<=0) //Check if the player's health is eual to or less than 0
var/obj/c = new/obj/Corpse
var/obj/b = new/obj/Blood
c.loc = M.loc
b.loc = M.loc
c.icon_state = M.icon_state + " Dead"
M.loc = locate(6,3,1)
M.hp = 100
M.icon_state = null
M.team = ""
M.gun = "Unarmed"
M.armour = "None"
M.defence = 0
world << "[M] was killed by [usr]'s [usr.gun]."
if (M.team == usr.team)
usr << "<FONT COLOR = red><B>Teamkill! Half your money taken.</B></FONT>"
usr.cash /= 2
else
usr.cash += M.cash / 2
usr << "<B>[M.cash / 2] found from [M].</B>"
view() << sound ('Explode.wav',0)
Explosion()
del(src)// this will delete the bullet when it hits something
Problem description: When the Explode.wav, Explosion and Del is called, only Del runs and neither of the others.
Lummox JR