ID:146587
 
Code:
mob/clone
icon = 'Monsters.dmi'
icon_state = "Chimera"
density = 1

proc/move()
for(var/mob/M in oview())
if(get_step_away(src,M,6))
if(!M.client)
walk_to(src,M,1,4)
src.Attack(M)
else
if(src.owner == M.key)
walk_towards(src,M)
else
continue
spawn(10) move()
proc/attackmonster()
for(var/mob/monster/M in oview())
if(get_step_away(src,M,6))
if(M.client)
continue
else
walk_towards(src,M)
src.Attack(M)
else
return..()
spawn(20) attackmonster()

New()//When created
attackmonster()
move()


Problem description:
1: When another player creates a Chimera/Clone the other players clone/chimera will follow it also along with the person who created it meaning it goes back and forth. 2: I can't get it to attack monsters in view.

Hey,

Try this revised code:
mob/clone
icon = 'Monsters.dmi'
icon_state = "Chimera"
density = 1
var
mob/owner //set when player creates /mob/clone
dead
proc/Attack(mob/M)
/*your code*/
proc/move()
var/mob/M
var/noMons=1
for(M in oview())
if(get_step_away(src,M,6))
if(!M.client)
walk_to(src,M,1,4)
noMons=0
if(get_step_away(src,M,1)) //new lines
src.Attack(M)
break
if(noMons&&get_step_away(src,src.owner,6))
walk_towards(src,src.owner)
spawn(10) move()
New()//When created
move()

There did not seem to be much wrong with your code accept that attackmonster process seemed a little redundant since move does the same and more.