ID:156634
 
In a game I want to make, I wanna know if you can create something similar to a pet that uses different keys to move so that someone else can play online with you when you have two people playing at once. Like a co-op partner or something... Just wondering if it's possible so people can log in a "guest" and possibly eliminate multikeying.
I don't really understand what you're saying, its sort of one meshed-together run-on sentence.

One way you could have 2 players online would be to have an option set up to decide whether you have 1 person to play or 2 people to play. If there are two people, it would Winset the macros accordingly, and you would have a different window pop up for your skin.

If you want players to be able to log in as a Guest, just don't block them, AKA don't do this:
mob/Login()
if(key == "Guest")
del src
In response to OrangeWeapons
Oh sorry for not making sense. I meant like having a friend or something control another mob.
In response to Chaoder
It's possible but I don't know who would go through the hassle of doing so
In response to Ssj4justdale
Ssj4justdale wrote:
It's possible but I don't know who would go through the hassle of doing so

Somebody who has one computer and wants to make a game to play with a friend.
One player: Moving with arrows
The other player: WASD keys
End result: A whole lot of headache when trying to put in fancier effects, etc.
In response to GhostAnime
Precisely, waste of time unless its ran on a single machine
One of the bigger problems is that, iirc, BYOND can only take a single input from a client per tick. What this means is that it won't be able to recognize when multiple keys (aside from shift, control, and alt) are being pressed at once.
In response to D4RK3 54B3R
D4RK3 54B3R wrote:
One of the bigger problems is that, iirc, BYOND can only take a single input from a client per tick.

You can use set instant=1 to bypass that.

It really wouldn't be difficult to set up. You would just need to design each verb to take something like a numerical argument to represent a player. Which when used (through an interface macro) would change the focus of the verb to the related player from a list.