mob/TIE
name = "TIE Fighter"
icon = 'Tie Interceptor.dmi'
movie=1
density = 0
walk = 2.5
New()
. = ..()
spawn()
Wander()
mob/proc
Wander()
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,NORTH)
sleep(usr.walk)
step(usr,WEST)
sleep(usr.walk)
step(usr,NORTH)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,SOUTH)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
sleep(usr.walk)
step(usr,EAST)
How do i make a X-Wing follow right behind the Tie Fighter??
But facing it at the same time like shooting at it.
The easy way: use get_step_to()
Critisizm: To quote Lummox Jr., "Ungh. No put usr in proc."
Use src instead.
More help: On the TIE, you could simply, for wander, use get_step_to()
"get_step_to proc
See also:
step_to proc
walk_to proc
Format:
get_step_to(Ref,Trg,Min=0)
Returns:
The location of the new position, or 0 if no change.
Args:
Ref: Starting point or object.
Trg: An object on the map.
Min: The minimum distance between Ref and Trg before movement halts.
Calculate the position of a step from Ref on a path to Trg, taking obstacles into account. If Ref is within Min steps of Trg, no step is computed. This is also true if the target is too far away (more than twice world.view steps). In either case, null is returned.
"