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ID:178319
May 28 2002, 8:44 am
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I want it when I log in, that I have a custom icon, so I don't have to use GM edit, can I do that?
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Yes you can. Under login, you need to check if it's you logging in.
<code> mob Login() if(src.ckey = "airjoe") //if its you.. ..() // continue with normal login.. src.icon = 'special.dmi' // change your icon else // if its someone else ..() src.icon = 'normal.dmi' </code> -Rcet |
In response to Rcet
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This is the code, there is one prob, inconsistant indentation,
Login() if(src.ckey = "airjoe") //if its you.. ..() // continue with normal login.. src.icon = 'GM.dmi' // change your icon world << "[usr] has just entered '[world.name]'!"//We tell the world that someone has just joined the game now usr << "NOTE: This is a chat, NOT a game, and only v1.00, don't complain, this is my first BYOND thing" src.CreateCharacter() the bad indent is: world << "[usr] has just entered '[world.name]'!" |
In response to Airjoe
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Bad indent is easy enough to fix: The problem is probably that you copied and pasted the code, when you should instead adapt the code to whatever series of tabs and spaces you're using yourself.
One other thing, though: ..() shouldn't be inside the if() block; you should put it before or after. Lummox JR |
In response to Lummox JR
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The only thing now is Missing Expression, on:
if(src.ckey = "airjoe") //if its you.. |
In response to Airjoe
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Airjoe wrote:
The only thing now is Missing Expression, on:Needs to have to =' like if(src.ckey == "airjoe") |
In response to Darkness
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Now it works fine....BUT, I have the icon, but then a window pops-up saying what chara do you want? How do I make it not pop-up for me
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In response to Airjoe
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Airjoe wrote:
Now it works fine....BUT, I have the icon, but then a window pops-up saying what chara do you want? How do I make it not pop-up for me Create a varible.. var/hasicon = 0 When it gives you your icon make it equal 1 and before it askes do a check if(hasicon == 1) so it will make you go around it. |
In response to Darkness
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I put :
Login() ..() if(src.ckey == "airjoe") //if its you.. src.icon = 'GM.dmi' var/hasicon=1 and it didn't work |
In response to Airjoe
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Airjoe wrote:
I put : You have to put a check before it pops up the choice of picking your icon so it doesn't come up for you. |
In response to Darkness
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what???? here is the full page of codeing, tell me what to do.:
world mob = /mob/creating_character //This sets the default mob path name = "Tiny Chao Chatroom" //This sets the games name turf = /turf/grass //This sets the default turf mob/creating_character Login() ..() if(src.ckey == "airjoe") //if its you.. src.icon = 'GM.dmi' var/hasicon=1 world << "[usr] has just entered '[world.name]'!"//We tell the world that someone has just joined the game now usr << "NOTE: This is a chat, NOT a game, and only v1.00, don't complain, this is my first BYOND thing" src.CreateCharacter() Logout() del(src) proc/CreateCharacter() var/char_name = input("Please put your character name in here.","Name") as null|text //The player makes their name here var/mob/new_mob //We are declaring a new variable called "new_mob" which will be used in alittle minute var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout") //The player chooses his/her character here if(char_name == "") //Here we tell the game to logout the player if he/she has a null name src.Logout() //This calls up the logout() if(char == "normal") new_mob = new/mob/player/normal if(char == "white") new_mob = new/mob/player/white if(char == "yellow") new_mob = new/mob/player/yellow if(char == "red") new_mob = new/mob/player/red if(char == "purple") new_mob = new/mob/player/purple if(char == "green") new_mob = new/mob/player/green if(char == "pink") new_mob = new/mob/player/pink if(char == "brainy(special)") new_mob = new/mob/player/brainy if(char == "Cancel/Logout") src.Logout() new_mob.name = char_name //This sets the players name to the one he/she made up before src.client.mob = new_mob //Here we tell the game that there is a new mob/player in the game usr.loc = locate(1,1,1) //Here me make the new player start off at the location of X:1, Y:1, Z:1. /*The characters are defined below*/ mob/player normal icon = 'smile.dmi' icon_state = "normal" mob/player white icon = 'smile.dmi' icon_state = "white" mob/player yellow icon = 'smile.dmi' icon_state = "yellow" mob/player red icon = 'smile.dmi' icon_state = "red" mob/player purple icon = 'smile.dmi' icon_state = "purple" mob/player green icon = 'smile.dmi' icon_state = "green" mob/player pink icon = 'smile.dmi' icon_state = "pink" mob/player brainy icon = 'smile.dmi' icon_state = "brainy" |
In response to Airjoe
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var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout")
Put this on an If statement like so: if(hasicon == 1) else var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout") Am I correct to assume thats the character choice you don't want to pop up so YOUR icon doesn't change? |
In response to Darkness
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Yes, I want my icon to NOT change
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In response to Airjoe
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Airjoe wrote:
Yes, I want my icon to NOT change Then add in that If statement and it might work. |
In response to Darkness
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I did the if thing, it didn't work, and if you put else in front of the var/char, you get like 20 errors
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In response to Airjoe
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Really? I don't see why you'd get errors if you put it in right, at least from the code you showed.
Keeping the indentation even with ontop and below it..just once indented from CreatCharacter() or whatever. if(hasicon == 0) var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout") |
In response to Darkness
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Tiny Chao Chatroom.dm:35:error:hasicon:undefined var
proc/CreateCharacter() var/char_name = input("Please put your character name in here.","Name") as null|text //The player makes their name here var/mob/new_mob //We are declaring a new variable called "new_mob" which will be used in alittle minute if(hasicon==0) var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout") //The player chooses his/her character here if(char_name == "") //Here we tell the game to logout the player if he/she has a null name src.Logout() //This calls up the logout() |
In response to Airjoe
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Airjoe wrote:
Tiny Chao Chatroom.dm:35:error:hasicon:undefined var Ok, First off, in you need to make the var. Login() ..() if(src.ckey == "airjoe") //if its you.. src.icon = 'GM.dmi' hasicon=1 // Don't make the var here just use it Second, Add : mob/var/hasicon Then compile your source and if you did it right you should have it working how you intend. |
In response to Darkness
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That Didn't work, I had it like this:
Login() ..() if(src.ckey == "airjoe") //if its you.. src.icon = 'GM.dmi' var/hasicon=1 mob/var/hasicon world << "[usr] has just entered '[world.name]'!"//We tell the world that someone has just joined the game now usr << "<font color=blue size=5>Welcome to Tiny Chao Chatroom, this is v1.1</font>" usr << "NOTE: This is a chat, NOT a game, this is my first BYOND thing" src.CreateCharacter() Logout() del(src) proc/CreateCharacter() var/char_name = input("Please put your character name in here.","Name") as null|text //The player makes their name here var/mob/new_mob //We are declaring a new variable called "new_mob" which will be used in alittle minute if(hasicon==0) var/char = input(src,"Pick your color chao!") in ow","red","purple","green","pink","brainy(special)","Cancel/ Logout") //The player chooses his/her character here if(char_name == "") //Here we tell the game to logout the player if he/she has a null name src.Logout() //This calls up the logout() then it said for errors: Previous Def. Douplicate Def. and the one from before: hasicon, undefine var |
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Soit'nly!
Or if you want a more robust system, you could allow custom icons for anyone who has a file saved:
When you manually change someone's icon, just call it have M.SaveIcon(M.client.ckey) and you'll be all set.
Lummox JR