Forum_account

Joined: Dec 2 2009

Shoutbox

Forum_account
Thursday, 6:59 am
I'm not sure what you're trying to accomplish. The camera will follow your mob until it reaches the bounds defined by minx, maxx, miny, and maxy. If you want the camera to stop following your mob, you'll need to lower the maxx and maxy.
FIash Speed
Thursday, 6:44 am
mob
Login()
..()
src.camera.minx = 689
src.camera.maxx = 10335
src.camera.miny = 486
src.camera.maxy = 6318

In my 15x13 map, after I set these values, for some reason, if I walk about 8 steps to the middle (x) or 6 steps to the middle (y), the camera's position follows my character. I have tried extending maxx and maxy to ridiculously high values and it still does the same thing. Am I missing something here?
FIash Speed
Wednesday, 10:10 am
Ah, I understand. Thank you very much.
Forum_account
Wednesday, 10:04 am
The line for(var/mob/M in T) should get all mobs that overlap T. If you put an output statement in that for loop you should see it.

The Pixel Movement library sets the mob's icon state to show if they're standing still or moving. If you set their icon_state to "frozen" it'll just get changed back. What you can do, provided their frozen var is being set, is override the set_state() proc:

mob
set_state()
if(frozen)
icon_state = "frozen"
else
..()
FIash Speed
Wednesday, 9:36 am
Ah, Thank you so much! That solved the problem.
Edit: Sorry, I apologize, but do you mind if I ask one more question?

    BasicBoom
{
Apply(x,y,power,dir)
{
var/i
var/turf/T
T = locate(x,y,orig.z)
if(T.density)
return 0
i = image('fire.dmi',locate(x,y,orig.z))
world << i
spawn(10)
del(i)
for(var/obj/M in T)
if(istype(M,/obj/bomb))
var/D=M.power
var/O=M.loc
del(M)
ExplodeBM(new /Effect/BasicBoom(O,0,D))
if(istype(M,/obj/map/wall))
for(var/obj/item/D in M.items)
D.loc=M.loc
spawn(1)
del(M)
return 0
break
if(istype(M,/obj/item))
del(M)
for(var/mob/M in T)
M.frozen=1
M.icon_state="frozen"
return ..(x,y,power-1,dir)
}
}

After using this library, the mob is unaffected by the explosion. Am I doing something that goes against your library here as well? This Apply proc is called everytime the explosion moves a tile.

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