here is my code
obj
door
icon = 'door.dmi'
icon_state = "close"
density = (1)
var/open = 1
verb
open()
set name = "Open_Door"
set category = "object_options"
set src in oview(1)
if (open == 2)
usr << "The door is already open."
if (open == 1)
icon_state = "open"
density = (0)
open = 2
if (usr.sound == 1)
usr << 'open1.wav'
if (usr.sound == 2)
..()
close()
set name = "Close_Door"
set category = "object_options"
set src in oview(1)
if (open == 1)
usr << "The door is already shut."
if (open == 2)
icon_state = "close"
density = (1)
open = 1
if (usr.sound == 1)
usr << 'close1.wav'
if (usr.sound == 2)
..()
knock()
set name = "Knock_on_Door"
set category = "object_options"
set src in oview(1)
if (usr.sound == 1)
usr << sound('knock.wav')
sleep(2)
usr << sound('knock.wav')
sleep(3)
usr << sound('knock.wav')
Here is the prob. I want every one in oview(8) to here the sounds. When I use oview(8) << sound('knock.wav') I can't here it. What is the prob?
ID:149903
![]() Jan 29 2002, 5:10 pm
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Nadrew wrote:
Use view() not oview() Minor correction there: oview() leaves out the center object (though not the turf it's on or anything else in that turf) and anything in its contents. With ordinary oview() calls, this defaults to usr, not src. oview(8) == view(8)-usr oview(8,src) == view(8,src)-src Lummox JR |
oview = view - src