I ran into another problem. In my proc "GroupCheck()" I want to make it so that if "Heck_Leader" is within 1 space of "Zeon", "Zeon" starts walking, if not he waits for "Heck_Leader". But instead not even one NPC moves.
so heres my code ,the indenting looks to little here but i had to indent less so the bulky code would fit on the line.
mob
proc
GroupCheck()
if(/mob/Gang1/Heck_Leader in oview(1))
Walk()
else
GetTogether()
spawn(10)GroupCheck()
Walk()
step_rand(/mob/Gang1/Zeon)
GetTogether()
walk_toward(/mob/Gang1/Heck_Leader,/mob/Gang1/Zeon,1)
Gang1
Zeon
Stats//his stats
New()
GroupCheck()
Heck_Leader
Stats//his stats
ID:179499
Dec 15 2001, 5:41 pm
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In response to English
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it didn't help, but thanks for trying. Still have the problem so can anyone help me.
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walk_towards(Zeon,Heck_Leader)
I guess I have a question now too. I didn't think you could use types (such as /mob/Gang1/Heck_Leader) in any way other than istype(), creating a new version of that type, or creating a variable of that type.
I didn't know:
if(/mob/Gang1/Heck_Leader in oview(1))
could be used that way...
////// Old Part ///////
I'm basically a newbie, but it helps me understand concepts better if I try to diagnose as many problems as I can.
There are two potential problems I see. The first is the walk_towards. I think you have to give it a specific mob or obj, you can't just give it a type.
So, you'd have to call it like this:
GetTogether(leader,follower)
then use it like this:
GetTogether(var/mob/Heck_Leader,var/mob/Zeon)
walk_towards(var/mob/Zeon,var/mob/Heck_Leader)
also, is Heck_Leader always the player? If not then you have to use oview(1,Heck_Leader) so it looks arround Heck_Leader and not the player.
Hope that helped, if it didn't sorry, I hope someone with more experience can :)