oh and the scan should distinguish between different turfs in that tile (like "oh there is a wall" or "oh there is water")
var/A
A = locate(/turf/wall) in block(locate(x,y+1,z),locate(x,y+1,z))
ID:169222
Jul 18 2005, 9:06 pm
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is there an easier way to scan a tile, for example in front of the mob, then this?
oh and the scan should distinguish between different turfs in that tile (like "oh there is a wall" or "oh there is water") var/A |
Jul 18 2005, 9:07 pm
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Yep.
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In response to Ol' Yeller
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... sometimes I can't see the forest because of the many trees
thank you so much |
In response to Ol' Yeller
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uh..
I tried it, but it doesn't work. I placed a wall of that type in front of the mob but it can't find it.. (and yes, the mob is looking in the dir where the wall was placed) if(locate(/turf/wall/watch_wall) in get_step(src,dir)) |
In response to Gerdan
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> if(locate(/turf/wall/watch_wall) in get_step(src,dir)) 1: To tell who found the wall: view() << "[src] found the wall." 2: If you copied and pasted the code their might be errors, that compiling wont see. --Chwgt |
In response to Chwgt
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1: actually I start the scan of the mob manually and therefore a
view() << "found it"
it's just a test phase 2: i didn't c&p the code.. src is right because the scan is in a proc of the mob which stands in front of the wall and dir is also right because the mob's direction points to the wall |
In response to Gerdan
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weird..
if(istype(get_step(src,dir),/turf/wall/watch_wall)) this works o_O maybe locate() couldn't find the wall because get_step() returned the wall already and "in" the wall is no other wall ^^ |