In response to Hiead
Store_Back
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door3"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y-2,usr.z-1)
else
return ..()
In response to Dark Krow
By 'did what you said', what exactly do you mean?
In response to Jp
jp< You shouldn't use return ..() there, but just ..()

In response to Dark Krow
Okay, and that makes it do nothing? /me suspects user error. :P
In response to Jp
usr error?
In response to Dark Krow
No, user error. Two completely different things.

Basically, you're dropping problem is buried in a mish-mash of altered Enter() and Exit() procs, and I suspect you, or a library you've included, has done something to turf/Enter() that's preventing the object being moved there.
In response to Jp
So I need someone better than me at coding, to look at the whole code dont I?
In response to Jp

mob
Enter(atom/movable/A)
if(istype(A,/obj/items/))
return ..()
Entered(atom/movable/A)
if(istype(A,/obj/items/))
src.contents.Add(A)
return ..()
Exit(atom/movable/A)
if(istype(A,/obj/items/))
if((A in src.contents))
if(!(A in src.equipped))
return ..()
Exited(atom/movable/A)
if(istype(A,/obj/items/))
src.contents.Remove(A)
return ..()


See where it says if(istype(A,/obj/items/)). Well, whenever I use this proc, for some strange reason if one of its parents is, lets say for this code, an item, it still returns false. It will only return true if its the exact path. Now im not sure if this only happens to me, but it could be happening to you. So just set a varible under obj, and name it item, and set it to 0. Then under obj/Items set it to 1. Then instead of the istype checks instead have if(A.item). I hope this will help you.

ADT_CLONE
In response to Dark Krow
Try this:

1 - Open up Dream Maker, and select your project.

2 - Click the 'Object' tab.

3 - Click the 'Show all nodes' option, down the bottom.

4 - Hit CTRL-K.

5 - Look for the 'turf' entry.

6 - Click the little plus-sign next to turf.

7 - Check if there's an 'Enter()' entry. If there is, doubleclick it and show us the code it brings up.
In response to Jp
I'm not sure exactly what you mean by 'Enter()' entry, but i'll do my best here. There is no direct turf named Enter, and all of the turfs with a Enter() after clicking the '+' are listed below.

turf    
Ice_Cave
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(30,48,3)
else
return ..()
Town_Cave
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y+2,usr.z+1)
else
return ..()
Town_Cave_2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y-2,usr.z-1)
else
return ..()
Ice_Cave2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(20,48,3)
else
return ..()
Ice_Cave3
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(5,15,4)
else
return ..()
Ice_Cave4
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "ice-cave"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(52,37,3)
else
return ..()
Ladder_Down
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door1"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y+2,usr.z+1)
else
return ..()
Fire_cave_Ladder1
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door1"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(80,88,5)
else
return ..()
Fire_cave_Ladder4
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door1"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(49,96,5)
else
return ..()
Fire_cave_Ladder6
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door1"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(29,38,5)
else
return ..()
Fire_cave_Ladder2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "doorup"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(39,96,5)
else
return ..()
Fire_cave_Ladder3
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "doorup"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(21,65,5)
else
return ..()
Fire_cave_Ladder5
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "doorup"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(10,93,2)
else
return ..()
Ladder_Up
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "doorup"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y-2,usr.z-1)
else
return ..()
Door_2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "paper"
Enter(atom/movable/m)
if(ismob(m))
flick("paperopen",src)
m.loc=locate(usr.x,usr.y+2,usr.z+1)
else
return ..()
Door2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "paper"
Enter(atom/movable/m)
if(ismob(m))
flick("paperopen",src)
m.loc=locate(usr.x,usr.y+2,usr.z-1)
else
return ..()
House_back
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "paper"
Enter(atom/movable/m)
if(ismob(m))
flick("paperopen",src)
m.loc=locate(usr.x,usr.y-2,usr.z-1)
else
return ..()
House_back_2
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "paper"
Enter(atom/movable/m)
if(ismob(m))
flick("paperopen",src)
m.loc=locate(usr.x,usr.y-2,usr.z+1)
else
return ..()
Store_Back
name="Crystal Quest";
icon = 'Tiles.dmi'
icon_state = "door2"
Enter(atom/movable/m)
if(ismob(m))
m.loc=locate(usr.x,usr.y-2,usr.z-1)
else
return ..()
In response to Dark Krow
Through all of our deliberation and through a focused eye I have found the problem, it is fixed and the game is back on track.


Again, thank you for all your help.
-Krow-
In response to Dark Krow
That's good. What was it, in the end?
In response to Jp
It turned out that it was being told to drop it in one area and to drop it and where to drop it in another. It was confising the system.
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