In response to AbyssDragon
Yes! I created an o_range() proc to replace orange() (what kind of friut names functions after fruits? hehe...) that returns a much wider area using block(), as you suggested. I was, in fact, able to scan the entire 100 x 100 playing field... although my radar stations probably won't have that kind of range in the game...

I forgot about orange() being limited to 2* world.view... Thanx for the reminder, Abyss!

~X

BTW, where's the banana() and apple() procs?
In response to Xooxer
It's not a fruit, and for those of you who still think it is here's a lession:

view is to oview

range is to orange
In response to Nadrew
Nadrew wrote:
It's not a fruit, and for those of you who still think it is here's a lession:

view is to oview

range is to orange

Gee, aren't you the clever one at catching jokes.
In response to Vortezz
I was being uptight, I caught the joke I got a small laugh, then I felt like being uptight about it.
In response to Xooxer
Xooxer wrote:
BTW, where's the banana() and apple() procs?

Sitting back in my old 3d engine.

Oddly enough, it stored the originating point of a ray in orgz, orgx.. and orgy. I didn't think anything of it until my programming teacher started laughing when I asked her something..

--Tarmas.
In response to Rollerc
Not working.....Where do I put the actual radar, explain how to use it please. (user friendly version) I'm a little slow......
In response to unimatrix
unimatrix wrote:
Not working.....Where do I put the actual radar, explain how to use it please. (user friendly version) I'm a little slow......

You should look through the other messages on this thread. That should be enough to help you.

Lummox JR
In response to Nadrew
Nadrew wrote:
<PRE> Is just like <XMP> and <PRE> put together on these forums anyways, usally <PRE> lets you use the font tag, but using it here acts just like XMP.

I was referring to browser compatibility in general. <XMP> is an outdated tag, but some browsers can use it -- others must rely on the functionality of PRE and CODE, which doesn't encode the HTML tags in the file.

DM probably alleviates all of this by manually encoding the HTML elements (like < into &gt;) in the snippet that it quotes.
In response to unimatrix
u need byond b24 are up for it to work
In response to Rollerc
k....i've got it though
I was wanting to know if I cold ake it so that the radar was like a obj i could place down and make it so that ever one in that oview(10) came up in the radar ibstead of it being the mobs in the oview(10) of u it would be the oview of obj rador is that posible??
In response to Rollerc
Indeed it is! Using the valuble info provided in this thread, I made a radar that works exactly as you (poorly) described. Here's is the EXACT code ripped from my game:

mob/var/running=0

obj/radar/red
icon='bases.dmi' // pick whatever icon you want
icon_state="red_comm"
var/obj/radar_screen/screen = null

Click()
if(usr:running) return
screen=new(null,usr)
usr.hud()
usr:running = 1
// do something here to add this to the events list
spawn(5) Update()

proc/Update()
if(screen) screen.Update()

obj/radar_screen
var/rrange=30
icon='radar.dmi'
layer = MOB_LAYER + 2
icon_state = ""
screen_loc = "14,1"

New(newloc,mob/M)
if(M.client) M.client.screen+=src
Move()
return

proc/Update() // call this via an event loop
var/icon/ic=new /icon('radar.dmi',"")
var/obj/radar/red/RR = locate()
if(rrange)
for(var/mob/red/M in o_range(rrange,RR))
var/dx=round((M.x-RR.x)*10/rrange,1)
var/dy=round((M.y-RR.y)*10/rrange,1)
var/icon/pix=new /icon('radar.dmi',"red_pixel")
pix.Shift(EAST,dx)
pix.Shift(NORTH,dy)
ic.Blend(pix,ICON_OVERLAY)
for(var/mob/green/M in o_range(rrange,RR))
var/dx=round((M.x-RR.x)*10/rrange,1)
var/dy=round((M.y-RR.y)*10/rrange,1)
var/icon/pix=new /icon('radar.dmi',"green_pixel")
pix.Shift(EAST,dx)
pix.Shift(NORTH,dy)
ic.Blend(pix,ICON_OVERLAY)
for(var/mob/blue/M in o_range(rrange,RR))
var/dx=round((M.x-RR.x)*10/rrange,1)
var/dy=round((M.y-RR.y)*10/rrange,1)
var/icon/pix=new /icon('radar.dmi',"blue_pixel")
pix.Shift(EAST,dx)
pix.Shift(NORTH,dy)
ic.Blend(pix,ICON_OVERLAY)
for(var/mob/black/M in o_range(rrange,RR))
var/dx=round((M.x-RR.x)*10/rrange,1)
var/dy=round((M.y-RR.y)*10/rrange,1)
var/icon/pix=new /icon('radar.dmi',"black_pixel")
pix.Shift(EAST,dx)
pix.Shift(NORTH,dy)
ic.Blend(pix,ICON_OVERLAY)
icon=ic
spawn(5) Update()

proc/o_range(var/range as num,var/atom/center)
var/start_x = center.x - range
var/start_y = center.y - range
var/end_x = center.x + range
var/end_y = center.y + range

if(start_x < 1) start_x = 1
if(start_y < 1) start_y = 1
if(end_x > 100) end_x = 100
if(end_y > 100) end_y = 100

var/turfs[] = block(locate(start_x,start_y,center.z),locate(end_x,end_y,center.z))
var/contents[] = list()
var/turf/T
for(T in turfs)
contents += T.contents
return contents


This is set to track players of 4 diffrent colors, displaying an appropiatly colored dot for each mob in range. Of course, you will probably have to change a thing or two to get it to work with your code, but the foundation is solid! Thanx Lummox!

~X :-)
hey any admins plz lock or delete this thred because it bumps all posts on one page, so if you lock it it cant bump and if you delete it you can get rid or it all together.(plz dont be mad at me for putting this)
In response to Xooxer
thanks xooxer heres the errors i got im wanting to know if these errors are becasue my byonds out dated are if i jut got to tweak it wich i tried and just mae it worse lol


mobs.dm:59:error:DeathCheck:undefined proc
mobs.dm:85:error:DeathCheck:undefined proc
New Gundam Game.dm:107:error:'bases.dmi':cannot find file
New Gundam Game.dm:114:error:usr.hud:undefined proc
New Gundam Game.dm:138:error:M:undefined type: M
New Gundam Game.dm:139:error:M.x:undefined type: M.x
New Gundam Game.dm:140:error:M.y:undefined type: M.y
New Gundam Game.dm:145:error:M:undefined type: M
New Gundam Game.dm:146:error:M.x:undefined type: M.x
New Gundam Game.dm:147:error:M.y:undefined type: M.y
New Gundam Game.dm:152:error:M:undefined type: M
New Gundam Game.dm:153:error:M.x:undefined type: M.x
New Gundam Game.dm:154:error:M.y:undefined type: M.y
New Gundam Game.dm:159:error:M:undefined type: M
New Gundam Game.dm:160:error:M.x:undefined type: M.x
New Gundam Game.dm:161:error:M.y:undefined type: M.y
mobs.dm:91:error:other_mob.DeathCheck:undefined proc
mobs.dm:99:error:other_mob.DeathCheck:undefined proc
New Gundam Game.dm:138:M :warning: variable defined but not used
New Gundam Game.dm:145:M :warning: variable defined but not used
New Gundam Game.dm:152:M :warning: variable defined but not used
New Gundam Game.dm:159:M :warning: variable defined but not used
Page: 1 2 3