Okay, so a quick explanation:
I'm trying to create a game where z-levels will come into play often; players will be moving 'up' ledges and 'down' holes quite commonly, and I can't seem to figure out how to make it happen when a player enters a 'hole' turf that he's kicked down a z-level.
Forgive me if I'm missing something obvious, I'm fairly new to DM language.
Thanks in advance.
ID:157347
Mar 28 2010, 3:26 pm
|
|
Mar 28 2010, 3:36 pm
|
|
http://www.byond.com/developer/ forum/?id=743577&view=1&display=1
|
In response to Darkjohn66
|
|
A little bit of tweaking and the solution in that thread works like a dream. Thanks, I tried searching but I guess I was searching the wrong things. D:
|
In response to Darkjohn66
|
|
That's quite wrong. The solution here would be:
turf/hole |
In response to Garthor
|
|
Garthor wrote:
That's quite wrong. The solution here would be: turf/hole I replaced my current code with that one to give it a shot, since it's a lot more elegant and it just plain refused to work. The hole instead decided to be on a layer above the mob entering it. |
In response to Garral
|
|
Not sure what you are saying is wrong. I tested that just now and it worked fine. Things that would cause it to not work would be if the mob can't step down a z-level (blocked by something) or if the turf is not actually there. Seeing what you had, exactly, would help.
|
In response to Garthor
|
|
Copypasted directly from Dream Maker.
hole Not shown is all the turfs above it in the code block, they wouldn't conflict with it, I figured. The commented block of code is indented correctly; the DM tag on the forums makes it look like it's not. |
In response to Garral
|
|
Oh, right: you probably are locking out movement in mob/Move() instead of client/Move() as would be appropriate. This prevents you from using step() or Move() to move a mob when you want to, forcing you to rely on altering the loc directly (which is sloppy).
|
In response to Garthor
|
|
Well, I haven't fiddled with the Move() proc at all, and step/move/walk is working just fine for my map generator mob, it just seems to crap itself and fail to work when a mob moves onto a hole with your codeblock.
That's what's confusing me about this.(Also I should probably post another thread for help on my map generator because getting it to generate consistent turf is starting to hurt my brain.) |