ID:266202
 
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)
In response to Nadrew
Nadrew wrote:
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)

Can you explain what it does?(I wan't to learn it not just use it)
In response to Air _King
Air _King wrote:
Nadrew wrote:
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)

Can you explain what it does?(I wan't to learn it not just use it)

Wait I think I get it, if they don't have a client delete them?
In response to Air _King
Air _King wrote:
Air _King wrote:
Nadrew wrote:
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)

Can you explain what it does?(I wan't to learn it not just use it)

Wait I think I get it, if they don't have a client delete them?

Yep. I just answered another fellow who had relevance to your question.

Here ya go: [link]
In response to Vortezz
Vortezz wrote:
Air _King wrote:
Air _King wrote:
Nadrew wrote:
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)

Can you explain what it does?(I wan't to learn it not just use it)

Wait I think I get it, if they don't have a client delete them?

Yep. I just answered another fellow who had relevance to your question.

Here ya go: [link]

<font color=blue>thanks!!!</font>
In response to Air _King
Air _King wrote:
Vortezz wrote:
Air _King wrote:
Air _King wrote:
Nadrew wrote:
Air _King wrote:
How would i make if the mob is an ncp it gets deleted if health<=0, and usr mobs goto another world?


add this into your death code

if(M.client==null)
del(M)

Can you explain what it does?(I wan't to learn it not just use it)

Wait I think I get it, if they don't have a client delete them?

Yep. I just answered another fellow who had relevance to your question.

Here ya go: [link]

<font color=blue>thanks!!!</font>


Ok now i am wondering why this doesn't work:

proc/Repop()
world.Repop()
sleep(50)

It compiles fine, but after i wait 5 seconds in the world after i destoyed a mob it doesnt repop!Why?Am I doing something wrong?
In response to Air _King
Air _King wrote:
Ok now i am wondering why this doesn't work:

I'm wondering how you could think that works.

proc/Repop()
world.Repop()
sleep(50)

It compiles fine, but after i wait 5 seconds in the world after i destoyed a mob it doesnt repop!Why?Am I doing something wrong?

That's because you're overwriting the already-written Repop() proc to call itself every 5 seconds, and do nothing.

There's two options. You could rename this Repop() proc to stop the conflictions, OR...

Tag in a ..().
In response to Vortezz
That's because you're overwriting the already-written Repop() proc to call itself every 5 seconds, and do nothing.

Uh huh. To do that he'd need:
world/Repop()
and not
proc/Repop()
In fact, if prop/Repop() were overriding another proc, it wouldn't compile.
His problem, I think, is in putting the sleep after the world.Repop() call, when it should be the other way around. I couldn't really understand what the problem was.
Its also possible that the proc is never getting called--he never really said.

-AbyssDragon
In response to Vortezz
Vortezz wrote:
Air _King wrote:
Ok now i am wondering why this doesn't work:

I'm wondering how you could think that works.

proc/Repop()
world.Repop()
sleep(50)

It compiles fine, but after i wait 5 seconds in the world after i destoyed a mob it doesnt repop!Why?Am I doing something wrong?

That's because you're overwriting the already-written Repop() proc to call itself every 5 seconds, and do nothing.

There's two options. You could rename this Repop() proc to stop the conflictions, OR...

Tag in a ..().

I tried making it look like this:
proc/Rrepop()
world.Repop()
sleep(50)
(changing the name of the proc)
AND:
proc/Repop()
world.Repop()
sleep(50)
..()
It wont work once i try it in the world.
In response to Air _King
Air _King wrote:
It wont work once i try it in the world.

Are you calling the proc? Show me how you're calling it.

[link]
In response to Vortezz
Vortezz wrote:
Air _King wrote:
It wont work once i try it in the world.

Are you calling the proc? Show me how you're calling it.

[link]

proc/rrepop()
world.Repop()
sleep(50)
..()
AND
world/proc/rrepop()
world.Repop()
sleep(50)
..()
In response to Air _King
Heh. Thats crazy.

A) You only need one or the other.
2) Thats just defining the proc, not calling it. Somewhere else, like in the code where an enemy dies (if I am understanding your problem correctly), call the proc.

-AbyssDragon
In response to AbyssDragon
AbyssDragon wrote:
Heh. Thats crazy.

A) You only need one or the other.
2) Thats just defining the proc, not calling it. Somewhere else, like in the code where an enemy dies (if I am understanding your problem correctly), call the proc.

-AbyssDragon

GOT IT!!!
In response to Air _King
Air _King wrote:
AbyssDragon wrote:
Heh. Thats crazy.

A) You only need one or the other.
2) Thats just defining the proc, not calling it. Somewhere else, like in the code where an enemy dies (if I am understanding your problem correctly), call the proc.

-AbyssDragon

GOT IT!!!

It works, but the game says:
Cannot execute null.rrepop().
proc name: rrepop (/proc/rrepop)
usr: [Master GM] Air _King (/mob/knight)
src: null
call stack:
rrepop("")
[Master GM] Air _King (/mob/knight): Attack(null)
In response to Air _King
Air _King wrote:
Air _King wrote:
AbyssDragon wrote:
Heh. Thats crazy.

A) You only need one or the other.
2) Thats just defining the proc, not calling it. Somewhere else, like in the code where an enemy dies (if I am understanding your problem correctly), call the proc.

-AbyssDragon

GOT IT!!!

It works, but the game says:
Cannot execute null.rrepop().
proc name: rrepop (/proc/rrepop)
usr: [Master GM] Air _King (/mob/knight)
src: null
call stack:
rrepop("")
[Master GM] Air _King (/mob/knight): Attack(null)

nevermind i was still using the ..() and it must have been calling it twice and sine the mob was already there it hadd an error.
In response to Air _King
Air _King wrote:
Air _King wrote:
Air _King wrote:
AbyssDragon wrote:
Heh. Thats crazy.

A) You only need one or the other.
2) Thats just defining the proc, not calling it. Somewhere else, like in the code where an enemy dies (if I am understanding your problem correctly), call the proc.

-AbyssDragon

GOT IT!!!

It works, but the game says:
Cannot execute null.rrepop().
proc name: rrepop (/proc/rrepop)
usr: [Master GM] Air _King (/mob/knight)
src: null
call stack:
rrepop("")
[Master GM] Air _King (/mob/knight): Attack(null)

nevermind i was still using the ..() and it must have been calling it twice and sine the mob was already there it hadd an error.


STOP REPLYING TO YOUR OWN POSTS THERE IS A SUCH THING AS A EDIT/DELETE BUTTON!!