Im tring to have the obj/flame have a move loop... so its like a missle. Tho its not moving when its created.
obj
flame
icon='bulllet.dmi'
icon_state="flame"
var
range=5
delay=1
proc
loop()
Move(dir) // T = space the
if(--range > 0) // decriment range
spawn(delay) loop()
else
delete()
delete()
del(src)
obj/flame/Move(atom/new_loc,dir)
for(var/mob/X in new_loc) X.CatchFire()
return ..()
ID:148247
May 12 2003, 5:05 am
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In response to GoodDoggyTreat
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I really whould like to use move tho... but I shall try bump.. It never seems to work for me =\
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In response to GoodDoggyTreat
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Bump() would be inappropriate for what he's trying to do, GDT; his Move() proc does look correct. The problem is that I don't see anywhere in his code that tells the obj to start moving, which as you said walk() would do.
There's usually a right way to do projectiles, and it's something like this: obj/projectile Lummox JR |
In response to Lummox JR
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If you see the move() proc for the obj you whould see thats how im called damege... I allready know how to shoot it I just want to use the move proc.
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obj/flame/Move(atom/new_loc,dir)
for(var/mob/X in new_loc) X.CatchFire()
return ..()
part, you could just check bump, and see if its a mob that is allowed to 'CatchFire()'.
Hope this helps.
-GDT