If I have a turf e.g.
turf
Floor
icon = 'Turf.dmi'
icon_state = "Floor"
and a Mob e.g.
mob/npc/A669
icon= 'NPC.dmi'
icon_state="A699"
how can I make the mob, go along the turf without turning around or anything? (e.g. make it follow a set path)
ID:175531
Apr 10 2003, 12:42 am
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Apr 10 2003, 12:59 am
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Don't cross-post.
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In response to Crispy
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Crispy wrote:
Don't cross-post. Nobody was replying to my other one, so i thought it might be in wrong section, so i put it here hoping for HELP! |
In response to Gokuss4neo
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No one answered because you didn't give them time. This post started less than an hour after your original. Give people a day or so to read your post before you bump, and never cross post. If a post is in the wrong place, a moderator will move it.
That said, I'll give you a break since you are new. ;) If you want mobs to run along a certain track, one easy way would be to make the mob turn the direction that the turf faces and take a step. mob/npc/A669 New() // when the mob is created ..() // do the default New() stuff spawn() // start a new program thread so New() can finish while(src) // do this loop as long as the mob exists sleep(5) // a brief delay if(isturf(loc)) // if the mob is standing on a turf // take a step in the direction the turf faces Step(src,loc.dir) |
In response to Shadowdarke
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Just to add some information to what Shadowdarke said: Every atom can have a direction. You can for example make water turfs that face east, or south, or north, etc., and automatically "float" things along. To give a direction to your turfs, all you have to do is go into the map editor and create instances with dir=NORTH, dir=WEST, etc., then add those to your map. (Or you could manually edit each turf.) I can't imagine it'd be too fun to set the track up, though, since it'd be impossible to see which way the turf faced.
I'd like to make a suggestion for that that could help you. Make an icon file, track.dmi, in which you have a single icon. The icon should be a "movie" type, with only 1 animation frame, and 4 or 8 directions. Draw an arrow for each direction pointing that way. Now, add something like this to your code: // put a // comment in front of this line to remove the arrows Lummox JR |
In response to Shadowdarke
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mob/npc/A669it says :Race.dm:23:error:Step:undefined proc |
In response to Gokuss4neo
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Gokuss4neo wrote:
Step(src,loc.dir)it says :Race.dm:23:error:Step:undefined proc This was just a minor mistake on Shadowdarke's part. He meant step(). Usually, built-in global procs are lowercase and datum procs are capitalized. Lummox JR |
In response to Lummox JR
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Thank you
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In response to Lummox JR
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Erm..I just tried to make the map and the Arrow didn't show up.
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In response to Gokuss4neo
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Gokuss4neo wrote:
Erm..I just tried to make the map and the Arrow didn't show up. Sorry, the arrow DOES show up while playing, but not in map editor. |
In response to Shadowdarke
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As a slight change, you might want mobs to walk a patrol over turfs in different directions, like a mob that walks between the 2 X's back and forth...
XOOOOOX A way to solve that is to simply add a few lines to that: mob/npc/A669 Then, the turfs can set their dir to 0 in order to allow mobs to just continue walking in their current direction, so the directions of the turfs would be... 4000008 (4 being east, 8 being west, so...) -----< Thus allowing the mob to go over the same turf and go different directions. |