icon = 'tiles.dmi'
icon_state = "ata"
for(var/obj/O in view(4,src))
But every time I use it, Dream Seeker bellyaches about reaching the maximum recursion level.
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: Del (/obj/Missile/ATGmissile/Del)
usr: Mobius Evalon (/mob/characters/mobius)
src: ATGmissile (/obj/Missile/ATGmissile)
(Insert spam here)
I really don't want to disable loop_checks(I'm more than confident I'll need it in the future); is there some feature in s_missile I'm overlooking?
[Edit: Heheh, scratch setting loop_checks to zero, it instantly crashes the world and closes Dream Seeker.]
Apr 11 2004, 12:10 am (Edited on Apr 11 2004, 12:20 am)
I've got a simple little bomb in my game that can be fired from one of a few specified aircraft. I'm using Spuzzum's s_missile library(I'd be crazy not to), and I designed the bomb itself as follows: