Bump(A)
if(istype(A,/obj/Battle/))
src.density = 0
if(src.dominant)
del(A)
else if(A:dominant)
del(src)
else if(istype(src,/obj/Battle/))
if(prob(50))
A:dominant = 1
else
src.dominant = 1
else if(isobj(A)|| isarea(A) || isturf(A))
if(src.flyable)
src.density=0
else
for(var/turf/T in range(src.splash_radius,A))
new/obj/Battle/Explosions/Fire(T)
for(var/mob/M in range(src.splash_radius,A))
M<<"Splash dmg"
del(src)
else if(ismob(A))
if(!A:flying&&!src.flyable)
src.density=0
A<<"Ground Dmg"
del(src)
Problem description:
- I want to create that when players are bought flying they can hit each other
- When one is flying and the other is on the ground they cant hit each others
- When they are bought on the grounds they can hit each others again.
But the problem is when player starts to fly his density change it to 0. So is even possible to code this. If so please help me
Currently it appears as though we are being used as your first port of call whenever something doesn't go 100% correct, and this is not particularly fair on the people who choose to help here.