ID:264462
 
Code:
obj/Move()
..()

//----------------------------------

obj/CustomJutsu/Jutsu
Move()
if(src.moving) return
.=..()
if(.)
src.moving=1
..() // <--- necessary?
spawn(src.movespeed)src.moving=0


Problem description:
Im looking to regulate obj movespeed.
The above code is essentially identicle to the mobs' move speed procedure; yet it wont work.
I have a couple of other obj Move() procs that govern their unique trails, thus the Move() ..() bit.
Just wondering what could be preventing the obj from being slowed down...

Wrong. Just... Wrong.

Do not treat obj/Move() like mob/Move(), please >_>.

To make an obj move to being with, you must call any of the walk() procs. Know what they are? Because guess what: all of them work with movement speed, referred to as Lag by the reference. Please, look them up.
In response to Demon_F0rce
Don't partronise me.
Yes I know exactly what they are, I was just hoping/assuming that I could put a master regulator on a group of objs.
Thanks though
This one may work...

obj/CustomJutsu/Jutsu
var/canmove = 0
var/delay = 2 //similar to your movespeed var, we'll use 2 for this example...

Move()
if(src.canmove)
src.canmove = 0
..()
sleep(src.delay)
src.canmove = 1
//optionally, you can put "else return" here, but that shouldn't even be necessary for it to work