ID:149627
Mar 24 2002, 8:28 am
|
|
The key numlock off 9 is usually a proc that makes a pc move diagonal. instead of a movement proc i want it to be a attack. How would I accomplish this?
|
In response to Foomer
|
|
Wait i found a way to make it work but i need the person not to move. How do i disable diagonal movement?
|
In response to Tazor07
|
|
If you don't include the default behavior (..()), then it won't move them.
|
In response to Foomer
|
|
client.Northeast()
src.HP -= damage sleep(10) src.DeathCheck() This code doesnt work, why? |
In response to Tazor07
|
|
Tazor07 wrote:
client.Northeast() When dealing with client you need to use mob, and also you lack the var for damage I think you want. client/Northeast() var/damage=src.mob.power src.mob.hp-=damage sleep(10) src.mob.DeathCheck() |
In response to Super16
|
|
client/Northeast(mob in oview(1))
var/damage= 5 src.mob.HP-=damage src.mob.PCDeathCheck() sleep(10) When i press it and no one is near me i attack myself. Also Now i want to make it say i used flick proc with a sword that goes the direction your facing is the place if someone is there, gets damaged? |
In response to Tazor07
|
|
client/Northeast(mob in oview(1)) When i press it and no one is near me i attack myself. There is no argument to the Northeast() proc. You have to handle all of the finding of targets yourself. |
In response to Spuzzum
|
|
How do you make it like for instance Zelda like. Like if you arent pointing the right way and there is no enemy where you aim the sword the monster doesnt get hurt
|
In response to Tazor07
|
|
Tazor07 wrote:
How do you make it like for instance Zelda like. Like if you arent pointing the right way and there is no enemy where you aim the sword the monster doesnt get hurt When someone presses client/Northeast(), check src.mob.dir, and then use get_step() to find the turf that the user is facing. In that turf result, check for enemies, and hurt them appropriately. Example process: create variable my_turf = get step in src.mob.dir create variable mob_found = 0 for every mob in my turf attack mob mob_found = 1 play hit sound effect if mob_found is equal to 0 play miss sound effect I leave it up to you to convert that to DM code! =) |
In response to Spuzzum
|
|
i need a good example
|
In response to Tazor07
|
|
That was a good example.
|
In response to Foomer
|
|
foomer what i mean is its kinda confusing i havent used things like that so please give it in dm form
|
In response to Tazor07
|
|
Spuzzum wants you to do the work yourself and not rely on people to give you code. If you don't understand what things are, look them up in the reference. get_step() is really the only one you need to look into, if you're familiar with DM at all.
|
In response to Foomer
|
|
Ok im sorry that i asked so many examples please forgive me for wasting your time
|
In response to Spuzzum
|
|
for every mob in my turf for (Var [as Type] [in List]) Statement Im just alittle confused i dont want a example just a explanation on this so i can learn. |
In response to Tazor07
|
|
Tazor07 wrote:
for every mob in my turf You've never seen the for() proc before? =| for(var/obj/O in whatever) //do this //do that //yadda yadda If the variable O already exists (i.e. you made it earlier), you use for(O in whatever) //do this //do that //yadda yadda |
In response to Spuzzum
|
|
client/var/my_turf = get_step(src,mob.dir)
client/var/canAttack = TRUE as num client/var/mob_found = 0 client/Northeast(mob/M in oview(1)) if (canAttack) canAttack = FALSE for(M in var/my_turf) flick('Attack.dmi',usr) if(mob_found = 1) usr<<sound('Door.wav') M.PCDeathCheck() sleep(10) canAttack = TRUE if (mob_found = 0) usr<<sound('Door.wav') M.PCDeathCheck() sleep(10) canAttack = TRUE I get many errors. Missing Expression Missing Expression =: expected a constant expression src: undefined var |
client.Northeast()
Attack()