ID:152042
 
I was thinking about it, and it does make it look better a little bit. If you add in the command:
pixel_step_size=round(MoveDelay/32)

with a said moving proc like(Though, you'll have to set it to a client/var).
mob
var
tmp
Moving
MoveDelay=3
Move()
if(Moving) return
..()
Moving=1
spawn(MoveDelay) Moving=0

The overall effect just makes the movement look more fluid and how you want it to go with the moving delay so you dont reach the tile and wait for awhile then start moving again. I havn't tested it too much, so if theres any problems you can see with it say so right here so people aren't practicing the wrong things.
Move() needs to return a value. I don't know why this needs to be said so damn often (probably because the tutorials neglect to explain what returning values means). As you just want to return the value from the default Move(), you need to replace ..() with .=..() ( . is the default return value variable).
In response to Garthor
Yeah, i've never heard of that >.>
In response to Bakasensei
Doesn't ..() just call the parent version of the proc? Therefore, wouldn't the parent return a value anyway?
In response to TikaPSO13
TikaPSO13 wrote:
Doesn't ..() just call the parent version of the proc? Therefore, wouldn't the parent return a value anyway?

Calling ..() does not do the same as returning the value returned by ..(). The parent procedure does return a value: at the parent procedure, not the function you're overriding.
In response to Unknown Person
It would be easier to a newer programmer not to have to put things in procs they dont really understand. I looked at C++ one time, and I didn't understand why you had to put that strange thing at the top..
In response to Kaiochao
Which strange thing?
In response to Garthor
The <iostream> thing.

Doesn't matter, I'm not a C++ programmer anyways and don't plan to be anytime soon. Maybe when I'm older I'll look into it.
In response to Kaiochao
That's including the iostream library from the C++ Standard Libraries (iostream being short for "input/output stream operations library"). You need to include various Libraries in BYOND too, with other libraries, except BYOND builds a lot of features into the language -- basically, BYOND already includes a core set of libraries for you. BYOND's library inclusion is also made a bit easier through the use of its IDE, although you can still manually include Libraries in BYOND as so:

#include <Jtgibson/jt_vectors>

...which might look rather familiar to any contemporary C/C++ programmer.