ID:178279
 
Ok, im not good with using Bump, I looked it up in the "F1" help library in DM. So if I walk into a door and i dont want anyone to enter cause the inside aint done, how can i make a Bump() proc so when they try to get in it says "Circus is not done yet"
obj/Door
Bump()
usr << "Circus is not done yet."
Best thing to do is to make a Bumped() proc. I make one whenever I am making a game.. To do so, do this:
atom/proc/Bumped() // create a Bumped() proc..

mob
Bump(atom/A)
..()
A.Bumped() //Call whatever you bumped into's Bumped() proc


Then, in the circus door Bumped() proc, just put a few things like return, and usr << "Not done.".

-Rcet



In response to Garthor
Garthor wrote:
obj/Door
Bump()
usr << "Circus is not done yet."

Every single 'Door' leads to a circus?
In response to Malver
*shrug*

obj/Door
var/Circus = 0
Bump()
if(src.Circus == 1)
usr << "The circus isn't finished yet."

*shrug*
In response to Garthor
Thanks for the help guys I appreciate it, this is the last thing I need...a weather code that is simple, and not like the weather demo which is complicated. I made some snow, lightning, rain, ice icons. I want them to overlay an area I choose, then activate when I click the verbs. Anyone who helps gets 4 dimes
In response to Branks
area
var
HasSnow = 0
area
Snow


mob/verb/Snow()
for(var/area/A)
if(istype(A,/area/Snow))
if(A.HasSnow == 0)
A.overlays += 'snow.dmi'
A.HasSnow = 1
else
A.overlays -= 'snow.dmi'
A.HasSnow = 0