ID:137537
 
If possible, would you please attempt to make flick not only effect the mob,obj, or turf, But also effect its overlays. Or an alternate route, make like a
flick_overlays() proc
so that way both can be used at will, Because i believe this will be more helpful.

**For people that wish to reply with disrespect to my comment**

As of now i use
usr.icon_state = "icon state here"
but i find that it doesnt always play from the beginning.
But i wish to have a flick setting that would play it from beginning to end, then end perfectly.

If you can do this i would be most thankful.

Scincerely
SonVegitto
SonVegitto wrote:
If possible, would you please attempt to make flick not only effect the mob,obj, or turf, But also effect its overlays.

To make sure I understand, are you asking for a way to create an effect that will play an animation over a target object for a short duration? You can probably do this by creating a dummy object that gets attached to your main object, and calling flick() on that. Example:
obj/effect
layer = FLY_LAYER // the effect will display above us

mob
icon = 'two.dmi'
var/effects[0] // list of attached effects
Move(loc,dir)
for(var/obj/effect/E in effects)
E.Move(loc,dir) // move the effects with us
return ..()

proc/new_effect(I) // flick icon I over us
var/obj/effect/E = new(loc) // new effect on my loc
effects += E // add it to our list
flick(I,E) // do the effect
sleep(50) // destroy it when it is surely over (5 secs)
effects -= E // remove it now
del E

verb/test() // try it out!
new_effect('shiny.dmi')

If you mess around with that setup I bet you can get something that works to your liking.