Just wondering what are some of the ways to make like a land mine, and when a usr walks over it it blows up??/
Can ppl post code snippets of how to check for the mob/obj ???
I've got mine to work making he mine as a turf,and using Entered(). But I don't wanna do that, I want to keep it an object, and make the damage and del src call from the obj/mine itself. Not the mob either. Can anyone show a good way to do this? I can't find a proc that will give me a working solution yet..
LJR
ID:178940
Mar 16 2002, 6:27 am
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I use something like the following. Different objs can do different things when they are stepped on, yet it doen't hinder movement like the Bump() method would.
obj/triggered proc Trigger(A) // A triggered (stepped on) src // prototype to be overridden by specific objs turf Entered(A) ..() // do the default for(var/obj/triggered/O in src.contents) O.Trigger(A) Then just override Trigger() for mines obj/triggered/mine/Trigger(A) // do your KABOOM here :) A << sound('KABOOM.WAV') You can get a great kaboom.wav here: http://shadowdarke.byond.com/KABOOM.WAV ;) |
In response to Ebonshadow
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Ebonshadow wrote:
LordJR wrote: Make the Mine object dense and use mob/Bump() to check for the mine. Yeah I tried this already.. but not really what I'm looking for... LJR |
In response to Shadowdarke
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Shadowdarke wrote:
You can get a great kaboom.wav here: http://shadowdarke.byond.com/KABOOM.WAV ;) Cute :P Yeah this is what I had in mind and I was hoping you'd be one the ones to answer my post! :D LJR |
In response to Shadowdarke
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SWEET MAN!! That helped alot.. got it all working now!! :D
LJR |
Make the Mine object dense and use mob/Bump() to check for the mine.