ID:261321
 
mob/proc/walkspeed(M as mob)
if(usr.speed == 1)
walk(M,NORTH,100)
walk(M,SOUTH,100)
walk(M,EAST,100)
walk(M,WEST,100)
walk(M,NORTHEAST,100)
walk(M,NORTHWEST,100)
walk(M,SOUTHEAST,100)
walk(M,SOUTHWEST,100)

this gives off no effect...
try this it should work, oh yea and set "d" for what ever delay time you want and remember to add a zero after it.
ex. if you want to have a delay time of 5 put 50 in place of "d"

client
North()
sleep("d")
..()
South()
sleep("d")
..()
East()
sleep("d")
..()
West()
sleep("d")
..()
Northeast()
sleep("d")
..()
Northwest()
sleep("d")
..()
Southeast()
sleep("d")
..()
Southwest()
sleep("d")
..()

this works for me, so tell me if it works for you.
In response to BrollyX
this works for me, so tell me if it works for you.

That won't work right for you either. If someone holds down the button it'll queue up their commands and suddenly they'll shoot off at top speed as all of the commands move him simultaneously.
In response to Spuzzum
Im gonna take a guess and say ur smarter at this byond thing so what would the right way to do it be.
In response to BrollyX
BrollyX wrote:
Im gonna take a guess and say ur smarter at this byond thing so what would the right way to do it be.

Good guess. ;-)

You'd have to keep a variable, and then after a certain amount of time you set that variable back to nothing. If that variable is true when you press a button, the button should have no effect.

There are more complicated ways of doing the same thing, such as making a delay counter that decreases by 1 every tick, and will let you move only if it equals zero, or a lasttime variable that checks to see if world.time is greater than the last time you moved plus the movement delay.