turf
OTHER
ice
icon_state = "ice"
mob
Bump(M)
if(istype(M, /turf/OTHER/ice))
src:ice()
proc
ice()
sleep(3)
step(src,src.dir)
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Now why isn't my guy flying down the ice when he hits it?!
ID:175821
Mar 7 2003, 6:18 pm
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Mar 7 2003, 6:24 pm
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Because ice isn't dense.
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Yolloogy wrote:
mob Here, I suggest using '.' rather than colon, since you have defined the ice() proc under mob. Another suggestion; You shouldn't use Bump() to get this result. It's better to put this under ice/Entered(). ~>Volte |
In response to Garthor
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garthor now i get critical errors
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In response to Volte
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runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0. proc name: ice (/mob/proc/ice) usr: Yolloogy (/mob) src: Yolloogy (/mob) call stack: Yolloogy (/mob): ice() the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) Yolloogy (/mob): ice() the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) Yolloogy (/mob): ice() the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) Yolloogy (/mob): ice() the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) Yolloogy (/mob): ice() the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) ... the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) the ice (9,6,1) (/turf/OTHER/ice): Enter(Yolloogy (/mob)) |
In response to Volte
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ok i quit lol
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In response to Yolloogy
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turf/ice/Entered(mob/M)
if(ismob(M) || isobj(M)) sleep(2) M.step(M.dir) |
In response to Garthor
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Garthor wrote:
turf/ice/Entered(mob/M) step() isn't an atom/movable proc; it's a standalone. That'd be step(M,M.dir). And actually this is probably not a good way to go about it: Better still would be to spawn() out the call to step(). Lummox JR |
In response to Lummox JR
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Oops, wasn't thinking there. You're probably right though about the spawn() thing, but I doubt it will make much of a difference either way.
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In response to Yolloogy
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betten then loop errors :P
but i was thinking the same thing, Bump() is only called when a tile has density 1. |
Yolloogy wrote:
turf Because it isn't dense. I wouldn't use bump in that. Use this. turf OTHER ice icon_state = "ice" Entered(mob/M) if(M.client) spawn(2) step(M,M.dir) ~~Dragon Lord~~ |