ID:176707
 
im stuck with programing turfs etc and mobs can you help me?
i got no idea i need to know how to program turfs and mob icons please tell me everything..
In response to Sproget (#1)
In response to Sproget (#1)
Sproget wrote:
i got no idea i need to know how to program turfs and mob icons please tell me everything..

Simple here i'll give you it for if the char. icon file is called peron and if the turf is grass

mob = /mob/peron
mob/peron
icon = 'peron.dmi'
turf
grass
icon = "grass.dmi"
world
turf = /turf/grass

That should help just change it to your need ^_^
In response to Loto koto mi (#3)
ty
In response to Star313 (#2)

mob = /mob/peron
mob/peron
icon = 'player.dmi'
turf
grass
icon = "grass.dmi"

world
turf = /turf/grass

didn work i have player.dmi ready why isn it working man this is the only bit thats stoping from makeing my game work :( it says inconsistent indentation WHY IS THIS in player i dont have the icon named player its blank so tell me what is wrong :(
In response to Sproget (#5)
world
mob = /mob/ //link the player to the PC mob, so they can play it


mob //Trunk meaning Mobile object
PC
icon = 'player.dmi'


Login() //When the player logs in...
icon_state = gender
usr.loc = locate(3,2,1)


i use this login code it works just change the dmi :P but i still have problems with turf
In response to Sproget (#6)
if you look at this which is a weather prog turfs work in this


/*
Outside Area Demo
By: Shadowdarke (shadowdarke@hotmail.com)
Sept. 6th, 2001

Outside Area Demo demonstrates how to implement day/night cycles two ways,
with overlays or with the luminosity variable. This demo also shows how to
change a turf from one area to another.

The area overlay day/night cycle is much faster than turf overlay day/night
systems, accomplishing the same effect with a couple lines of code and no
lag producing loops. I've tested it with maps as large as 500x500x5 with no
lag at all from the day/night cycle.

*/

world
area = /area/outside // make outside the default area

New() // When the world begins
..() // do the regular things
for(var/area/outside/O in world) // Look for outside areas
spawn() O.daycycle() // begin the daycycle


area
outside // lay this area on the map anywhere you want it to change from night to day
layer = 6 // set this layer above everything else so the overlay obscures everything
var
lit = 1 // determines if the area is lit or dark.
obj/weather/Weather // what type of weather the area is having


proc
daycycle()
lit = 1 - lit // toggle lit between 1 and 0
if(lit)
overlays -= 'black50.dmi' // remove the 50% dither
overlays += 'black25.dmi' // add a 25% dither for a fading effect
sleep(3) // pause a moment
overlays -= 'black25.dmi' // remove the dither
else
overlays += 'black25.dmi' // add a 25% dither for a fading effect
sleep(3) // pause a moment
overlays -= 'black25.dmi' // remove the dither
overlays += 'black50.dmi' // add the 50% dither
spawn(20) daycycle() // change the 20 to make longer days and nights

/*
If you prefer real darkness (luminosity = 0), replace the daycycle() proc
with the one below. Using luminosity for outside darkness is better if
you want to use other light sources like torches.

daycycle()
luminosity = 1 - luminosity // toggle between 1 and 0
spawn(20) daycycle() // change the 20 to make longer days and nights
*/

SetWeather(WeatherType)
if(Weather) // see if this area already has a weather effect
if(istype(Weather,WeatherType)) return // no need to reset it
overlays -= Weather // remove the weather display
del(Weather) // destroy the weather object
if(WeatherType) // if WeatherType is null, it just removes the old settings
Weather = new WeatherType() // make a new obj/weather of the right type
overlays += Weather // display it as an overlay for the area



inside // a sample area not affected by the daycycle or weather
luminosity = 1

turf
icon='green.dmi'

mob
icon = 'mob.dmi'

mob/verb
change_area()
var/turf/T = loc
if(!T) return // for some reason, the mob is not on a turf.

if(istype(T.loc,/area/outside)) // if the turf is in an outside area
T.loc.contents -= T // remove the turf from the outside area
// This does NOT move the turf, only changes
// the area it is associated with.

var/area/inside/I
for(I in world) //find an inside area
break
if(!I) I = new() // if there are no inside areas, create one

I.contents += T // add the turf location to the inside area
usr << "This is an inside area now."

else // this turf isn't outside
T.loc.contents -= T // remove the turf from it's current area

var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) O = new() // if there are no outside areas, create one

O.contents += T // place the turf in the outside area
usr << "This is an outside area now."

rain()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather(/obj/weather/rain)

snow()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather(/obj/weather/snow)

clear_weather()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather()

obj/weather
layer = 7 // weather appears over the darkness because I think it looks better that way

rain
icon = 'rain.dmi'

snow
icon = 'snow.dmi'
In response to Sproget (#5)
Sproget wrote:
mob = /mob/peron
mob/peron
icon = 'player.dmi'
turf
grass
icon = "grass.dmi"

world
turf = /turf/grass

didn work i have player.dmi ready why isn it working man this is the only bit thats stoping from makeing my game work :( it says inconsistent indentation WHY IS THIS

Inconsistent indentation means that your code isn't indented (tabbed) properly. If it had a problem with the icon it would probably say "error: cannot find 'player.dmi'." I suggest you read some tutorials, or re-read them.

http://www.byond.com/hub/DM/Tutorials
In response to OneFishDown (#8)
i make some icons that i use this code from note pad it works i write one with icon made it comes with a nice error :) its layed like this

world
mob = /mob/player

mob
player
icon = 'player.dmi'

turf
grass
icon = 'grass.dmi'

floor
icon = 'floor.dmi'

wall
icon = 'wall.dmi'
opacity = 1
density = 1

wall2
icon = 'wall2.dmi'
opacity = 1
density = 1

test
icon = 'test.dmi'
In response to Sproget (#9)
What's the error? And why do you code in Notepad?