ID:273974
 
How would i go about checking if a mob is on said turf, the ntriggering the turfs Entered() Proc? I tried
for(var/turf/T in usr.loc)
T.Entered(usr)

But that didnt work. Any help is thankful =3
if(istype(loc,/turf/some_turf))


The 'loc' variable will contain the atom you're currently contained by, this means if you're standing on a turf your loc variable will be that turf. If you're within another player's contents your loc will be that player.
Entered() is only called once Enter() passes and allows you into the tile.

If you are using the native pixel movement, you can use bounds().

for(var/turf/T in bounds(blabla))

Then call a proc that you define yourself.

turf
proc
Proc_To_Call_When_Im_In_The_Turf()


I hope that helps.
In response to Albro1 (#2)
Albro1 wrote:
Entered() is only called once Enter() passes and allows you into the tile.

If you are using the native pixel movement, you can use bounds().

for(var/turf/T in bounds(blabla))

Then call a proc that you define yourself.

> turf
> proc
> Proc_To_Call_When_Im_In_The_Turf()
>


I hope that helps.

Not really, The situation is that i have a verb to teleport someone to a location, lets say 1,9,5 but lets say 1,9,5 is a turf that has an Entered() function. How would i make that Entered() Function trigger without moving out of 1,9,5 then moving back into it without having the function happen via the verb as well?
In response to D-Cire (#3)
Use Move() to move them instead of setting their loc.

src.Move(locate(x,y,z))
In response to Nadrew (#4)
Nadrew wrote:
Use Move() to move them instead of setting their loc.

> src.Move(locate(x,y,z))
>

Nvm, i figured it out thanks to your other post, thanks.