Ok, I am making a game. 0 errors. 0 warnings. Or so it says. I have an error nonetheless. Lemme show you!
mob
Hoimin
icon = 'Slimes.dmi'
icon_state = "Hoimin"
verb
Heal()
usr<<"You recover yourself!"
Speak(msg as text)
view()<<"[usr] says [msg] sama!"
WorldChat(msg as text)
world<<"[usr] says [msg] sama!"
Slime
icon = 'Slimes.dmi'
icon_state = "Slime"
verb
Squishitize()
usr<<"You squish around the road"
Speak(msg as text)
view()<<"With great effort, [usr] manages to say [msg]"
WorldChat(msg as text)
world<<"Strains but says [msg]"
Babble
icon = 'Slimes.dmi'
icon_state = "Babble"
verb
Goo()
usr<<"You are nasty"
Speak(msg as text)
view()<<"[usr] squishes [msg]"
WorldChat(msg as text)
world<<"[usr] squishes [msg]"
turf
Grass
icon = 'Slimes.dmi'
icon_state = "Grass"
mob
Login()
switch(input("Pick one")in list("Hoimin","Slime","Babble"))
if("Hoimin")
client.mob = new/mob/Hoimin
usr.Move(locate(1,1,1))
if("Slime")
client.mob = new/mob/Slime
usr.Move(locate(1,1,1))
if("Babble")
client.mob = new/mob/Babble
usr.Move(locate(1,1,1))
Ok, heres the problem. I run the game.
Welcome Choose a class.
Hoimin
Welcome Choose a class.
Hoimin
Welcome Choose a class.
Slime
Welcome Choose a class.
Babble
Welcome Choose a cla...
Ok, you get the picture. The login goes on forever! Can some one help me?
ID:149716
Mar 2 2002, 9:58 am
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Mar 2 2002, 10:56 am
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check out I think it is spuzzums class selection demo it is exactly what you are talking about but with vars that you don't have and need
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In response to Canar
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The problem is that each time the client gets assigned to a new mob it calls the Login() proc. Each time the Login proc is called your giving it a new mob to log into. One way to get arround this would be to create a client variable like this:
client var/initialized = 0 mob Login() ..() //let it do it's thing if(!client.initialized) //if client has NOT been initialized client.initialized = 1 //put switch statment here inside if statement. |
In response to English
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English wrote:
The problem is that each time the client gets assigned to a new mob it calls the Login() proc. Each time the Login proc is called your giving it a new mob to log into. One way to get arround this would be to create a client variable like this: The way I would recommend is creating a special /mob/new_player type (setting world/mob to it), overriding that Login() to choose a mob. Put your "Bibbles logs in!" message in client/New(), not in mob/Login(), too. |
In response to Spuzzum
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That would be cleaner. Then you could also isolate that process from logins that would occur from switching mobs during play. I can't believe I didn't think of that ;)
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