mob/proc |
Problem description: Well the mobs keep on dying by players figured out in beta test they keep on dying even when the death proc is working and they keep on attacking thats amazing (NOT)
Code:
Problem description: Well the mobs keep on dying by players figured out in beta test they keep on dying even when the death proc is working and they keep on attacking thats amazing (NOT) | ||
#2 May 9 2012, 1:52 pm
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I know its 60 secs and hmm the thing with the killing enemies is that even due there dead the players can kill them and they can kill the players also something i didnt add they could attack there own friends other words the other enimies
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#3 May 9 2012, 4:03 pm
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#4 May 9 2012, 4:15 pm
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You aren't calling DeathCheck in that snippet .. is it in TakeDamage?
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#5 May 9 2012, 4:32 pm
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Oh deathcheck
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#6 May 9 2012, 4:34 pm
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Well Take damage takes damage from the src and the src.HP 0 helps me make it so that when the src is low to 0 health it will fire up the death proc
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Your first for() loop is completely useless. The if(M != src) is also pointless because it's impossible that you would be in the get_step() relative to yourself. Also once again you're mixing src and usr.
Additionally, you should be making use of object-orientated programming here rather than having a single proc that handles every single case by using a bunch of redundant checks.
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#8 May 9 2012, 6:30 pm (Edited on May 9 2012, 6:57 pm)
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I'll also note that both if statements will be done, which you probably would like to combine into one, an if and an else.
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#9 May 15 2012, 3:17 pm
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i dont get lord andrew one
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#10 May 15 2012, 7:29 pm
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#11 May 15 2012, 11:14 pm
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You totally skipped the part where you check to see if they're already dead.
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#12 May 17 2012, 6:35 pm
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Wow it worked!?!?!??!?!
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Your DeathCheck() procedure is also horrendously confusing. You repeatedly do checks to see who is and isn't a client without any real regard for proper structure.
Also this line here is wrong: spawn(rand(600,1200)) // waits 6~12 seconds. It's actually 60 to 120 seconds.