obj
red
Click()
if(usr.team == "red")
if(src.Value =="S")
for(var/turf/O in world) //loops through all stones
if(O.x == src.x || O.y == src.y)
new/obj/hl(O.loc)
O.hled = 1
hl
icon = 'highl.dmi'
var/turf/O
var/obj/hl/H
Click(H)
walk_to(H,O,0)
for(O in world)
if(O.hled == 1)
del(O)
ok its suppose to highlight where u can move, and spies can move all the way in any direction , this code is suppose to make that happen
next is a join bug, when i use it it makes me join both teams :/
mob
verb
join()
if(usr.joined == 0)
usr.joined = 1
if(red == 0)
usr.team = "red"
world << "[usr] joined red team!"
red = 1
see_invisible = 2
see_invisible = 4
if(blue == 0)
usr.team = "blue"
usr.turn = 1
world << "[usr] joined blue team"
blue = 1
see_invisible = 1
see_invisible = 3
else
usr << "you cannot join a game thats full"
else
usr << "you already joined"
the see invisible is for making it look like ur oppenents pieces are facing them, and u can only see urs(that part works)
[edit]
mob
verb
join()
if(usr.joined == 0)
usr.joined = 1
if(red == 0 && blue != 1)
usr.team = "red"
world << "[usr] joined red team!"
red = 1
see_invisible = 2
see_invisible = 4
if(blue == 0 && red !=1)
usr.team = "blue"
usr.turn = 1
world << "[usr] joined blue team"
blue = 1
see_invisible = 1
see_invisible = 3
else
usr << "you already joined"
fixed the join part w/ help from Vermolius
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Nope, it does not. The way you're using see_invisible will merely make all pieces visible to one team, and some visible to the other.
What you're trying to do can only be done with /image.
No offense to Vermolius, but that's an ugly fix. The easiest thing to do would have been to just put in an "else" in your original code.
Lummox JR