ID:160451
 
We'll call the var continue_move for the sake of example. Unsure about this
By "you keep moving", I mean you dont stop.

If you hit up once, you keep going up and so on.
mob/Move()
..()
if(CountinueMoving) Step(src,dir)


Though there is no delay, no stopping it(Unless you set the var back) Thats just the general idea
In response to Bakasensei
Bakasensei wrote:
mob/Move()
> ..()
> if(CountinueMoving) Step(src,dir)

Though there is no delay, no stopping it(Unless you set the var back) Thats just the general idea

I'm not sure, but you might want to spawn() out the call to step.

If BYOND keeps track of the call-stack from Move()->step()->Move()->etc, you could hit the recursion limit and have the proc crash after you step a few hundred times in that way.
In response to Jon88
Thats why I said there isn't a delay or anything to stop it, thats just how you'd go by doing it.
In response to Bakasensei
Id add
Lag=5

to that code because with a 0 lag, continuous motion, they move crazy fast. I use it in my game Lol
In response to Deity Production 08
step() has no Lag argument. Note it is only a single step.