ID:2515769
 
Code:
/obj/elemental
icon ='warp.dmi'
fire
water
earth
wind

obj/WhiteHole
icon='warp.dmi'
icon_state=""
density=1

New()
..()
spawn(1)
flick("white",src)
sleep(9)
src.icon_state="open"


Del()
flick("white2",src)
sleep(9)
..()


obj/BlackHole
icon='Warp.dmi'
icon_state=""
density=1

Bump(A)
if(istype(A,/obj/elemental)) // when elemental objs collide with the black hole delete them
var/obj/M = A
del(A)

New() //
..()
spawn(1)
flick("dark",src)
sleep(9)
src.icon_state="open"

for(var/obj/elemental/B in src.oview(2)) //pulls in objects within 2 tiles
walk_towards(B,src)


Del()
flick("dark2",src)
sleep(9)
..()

mob/proc/BlackHole()// spawns Black hole infont of player
var/obj/BlackHole/K=new();K.loc=locate(src.x,src.y+1,src.z);K.dir=src.dir
spawn(2000)
del(K)


mob/proc/WhiteHole() // spawns white hole infont of player
var/obj/WhiteHole/K=new();K.loc=locate(src.x,src.y+1,src.z);K.dir=src.dir
spawn (2000)
del(K)


Problem description:

Hello, Trying to create a black hole that deletes certain types of objs that come into contact with it. Additionally,i want to store all the objects that it comes into contact with and then launch them out of the white hole later... I can't figure out how to permanently store the objs then emit them in intervals of a few seconds until the holes automatically delete themselves.

Just change objs loc to blackhole, don't delete them