ID:145121
 
Code:
obj/Techs/Bullet
icon = 'Bullet.dmi'
density = 1
var/damage

Enter(atom/A)
if(istype(A,/turf))
del(src)
if(istype(A,/obj))
del(src)
if(istype(A,/area))
del(src)

Bump(atom/A)
if(istype(A,/turf))
del(src)
if(istype(A,/obj))
del(src)
if(istype(A,/area))
del(src)
if(istype(A,/mob))
var/mob/P = A
P.life -= src.damage
P.Death()
del(src)


Problem description:
Ok here is a bullet, it is designed to be created and then walk in the direction you are facing until it hits a player. Then when it does, it causes damage. As you can well see.

Well I have some turfs that are used as passages and one that is used as a healing tile you walk on. If someone fires a bullet into a passage or into the healing tiles, I get a non-stop ammount of red errors and the bullet just stays there.

Any help please?

It's most likely with the turf's Entered() procedure. Are you making sure that it's a mob and nothing else?
You're looking for turf.Entered(), not obj.Enter(). And for that Bump() procedure, it can be controlled much better in turf.Entered()
obj/Techs/Bullet
icon = 'Bullet.dmi'
density = 1
var/damage
Bump(atom/A)
if(istype(A,/mob))
var/mob/P = A
P.life -= src.damage
P.Death()
del(src)
turf/healythingsandsuch
Entered(atom/movable/M)
if(ismob(M))
//Healy stuff here?
else
del(M)


There're tons of ways to do this but it should work