In response to Naruto 5292
Naruto 5292 wrote:
Magicsofa can u explain that a bit?

Explain what? If you don't know what "while" is, then you need to follow these steps:

1. Open dream maker
2. Type "while" somewhere in your code
3. Press F1

If you have a specific question after that, -then- post it. In general I recommend that you press F1 often, because as a beginning programmer you just don't know the names of built-in variables and functions, let alone the details about how they work and how to use them. The reference gives you access to all of that in various organized forms - so use it.

The only thing I use turf for is grass because turf is just sooo crappy for everthing else.

I use 'obj' which is easy to make as a mob look alike.

I take it that you are new around these parks. Obj would move to a new location easily without little amount of work. Hope my tip helps you!







Also, I;ve never tried. But couldn't you assign a new location to a particular turf? Like, oooh he's standing on the turf, let's do this.

for(var/turf/t in oview(0))
t.x+=1


Yeah I am not quiet sure since I never like use turfs since they're terrible to use in my eyes. Anyways, again, hope something works out...using my tip will help you out more than actually finding ways to make turfs move.
In response to Audio freak XD
Audio freak XD wrote:
But couldn't you assign a new location to a particular turf?

No

Yeah I am not quiet sure since I never like use turfs since they're terrible to use in my eyes.

Well..they are terrible if you are using them for something that moves around. But if you use them for their intended function, they are quite useful and necessary. But it sounds like you have never really created any sort of map since all you have is "grass"

I use Obj obviously, like I mentioned several times before.
That's why BYOND classifies things like it does:

atom
area
turf
movable // Only things under this parent can move around
// Notice how /turf and /area aren't movable?
obj
mob
// But /obj and /mob are.


Turfs aren't meant to be very dynamic, heck, they're not even meant to be altered much at runtime but they can be as needed, but usually that's reserved for runtime map generation and the like, if you have a static map you should map it how you want it and leave the dynamics to mobs and objects. Creating and deleting turfs is usually not ideal either, if you ever find a case where you're creating turfs at runtime just to remove them afterwards, you're probably better off using /obj.
Thanks guys. I got it working with the first example from MagicSofa
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