ID:264847
 
Code:
client/Move(d)
if(src.controlling)
step(src.controlling,d)
return 0
else if(lock)
return 0
else ..()


Problem description:
So it seems to work fine, I can use the verb it lets me control the selected persons movement however they can still control their movement, any ideas?

Add a 'controlled' var to a mob, and when they're being controlled, trigger it. In the client direction procs, check if their mob is being controlled, and if it is, keep them from moving.
In response to Warlord Fred
Why not just use the client.lock variable he already has? When the player is being controlled by someone else, just set src.controlling.client.lock = 1 (or wherever you are initiating your procedure to grant control over another mob).
You need to be overriding client/Move(), not mob/Move(). This is a change in how input is handled, not a change in how mobs literally are moved from location to location.
In response to Garthor
But what if he wants players to be able to control NPCs and not just other players? :\
In response to Spunky_Girl
That has nothing to do with anything. To prevent NPCs from moving themselves, you would change their AI procedure to, you know, not make them move.
In response to Garthor
Ohhh, I see. My mind was thinking, why not kill two birds with one stone. Or in this case, handle it all by programming it for all mobs rather than just for clients. Didn't think of doing it within the AI. o.O
In response to CauTi0N
I agree, adding another variable would just be useless.