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        <title>Gizhy's site</title>
        <link>http://www.byond.com/members/Gizhy</link>
        <description></description>
        <lastBuildDate>Fri, 10 Feb 2012 16:19:09 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>Bypass Scientific Notation - BigNum()</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195018</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195018</guid>
            <pubDate>Sun, 31 Jul 2011 17:17:36 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=195018#comments</comments>
            
            <description>&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
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&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/BigNum(num,sigfig)&lt;br&gt;    num = num2text(round(num),sigfig)&lt;br&gt;    world &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Big Number: &lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[num]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;/InputNum(n &lt;span class=&quot;dmkeyword&quot;&gt;as&lt;/span&gt; num) {BigNum(n,100)}&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;/*&lt;br&gt;&lt;br&gt;//This is a pretty straight forward snippet.&lt;br&gt;&lt;br&gt;*/&lt;/span&gt;
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&lt;/table&gt;
&lt;/div&gt;</description>
        </item>
                <item>
            <title>Kill / Death Score</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195019</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195019</guid>
            <pubDate>Sun, 31 Jul 2011 16:59:31 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=195019#comments</comments>
            
            <description>&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmcomment&quot;&gt;// This snippets gives you a Kill and Death variable.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// You can increment the variables anytime.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// Then under the Stat() procedure, we use src.KD.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// We calculate the Kill / Death ratio an then output it for the players viewing.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// If anything is unclear please ask about it.&lt;/span&gt;&lt;br&gt;mob&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;&lt;br&gt;        kills = 1232 ; deaths = 395 ; KD = 0&lt;br&gt;mob/Stat()&lt;br&gt;    statpanel(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;KD Spread&amp;quot;&lt;/span&gt;) ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Kills:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[src.kills]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Deaths:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[src.deaths]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) &lt;span class=&quot;dmcomment&quot;&gt;// Kill / Death variables on StatPanel&lt;/span&gt;&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(!src.kills &amp;amp;&amp;amp; !src.deaths) {src.KD = 0 ; &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;} &lt;span class=&quot;dmcomment&quot;&gt;// If you don't have no kills or deaths.&lt;/span&gt;&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.kills &amp;gt; src.deaths){ &lt;span class=&quot;dmcomment&quot;&gt;// If your kills are higher then your deaths.&lt;/span&gt;&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(!src.deaths &amp;amp;&amp;amp; src.kills&amp;gt;0) {src.KD = src.kills ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;KD Spread:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;+&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[round(src.KD)]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) ; &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;} &lt;span class=&quot;dmcomment&quot;&gt;// If you have no deaths but over 0 kills, do what's in the brackets behind.&lt;/span&gt;&lt;br&gt;        src.KD = src.kills - src.deaths ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;KD Spread:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;+&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[round(src.KD)]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) ; &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;}&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;else&lt;/span&gt; &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.deaths &amp;gt; src.kills){ &lt;span class=&quot;dmcomment&quot;&gt;// Same as above, but vise versa.&lt;/span&gt;&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(src.deaths&amp;gt;0 &amp;amp;&amp;amp; !src.kills) {src.KD = src.deaths ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;KD Spread:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;-&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[round(src.KD)]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) ; &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;} &lt;span class=&quot;dmcomment&quot;&gt;// Same as above, but vise versa.&lt;/span&gt;&lt;br&gt;        src.KD = src.deaths - src.kills ; stat(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;KD Spread:&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;-&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[round(src.KD)]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;) ; &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;}
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
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&lt;/div&gt;</description>
        </item>
                <item>
            <title>Programming</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=132284</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=132284</guid>
            <pubDate>Fri, 29 Jul 2011 09:21:20 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=132284#comments</comments>
            
            <description>I was wondering, what do you think would be a good idea to help improve an keep mine or anyone's programming skills sharp? For one, would making snippets help much? I tend to make a standard game. With leveling systems, etc. I do this with different game genre's to help me get the hang of coming up with multiple things when I need them. I know this would help me improve my programming skills. Although I do not release said games, due to the fact that they're just there to help me improve in the field of programming.&lt;br&gt;
&lt;br&gt;
I'm just trying to figure out how to advance in programming. I've read an understand everything in the DM Guide, and of course I've read the Reference over and over again.&lt;br&gt;
&lt;br&gt;
There is not really anything I want to learn specifically. Other then programming, which I know very fluently as of now. I just want to know how I could master it.&lt;br&gt;
&lt;br&gt;
&lt;u&gt;Any comments, suggestions would be very helpful thanks.&lt;/u&gt;</description>
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                <item>
            <title>Server Uptime</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195020</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=195020</guid>
            <pubDate>Thu, 28 Jul 2011 14:57:59 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=195020#comments</comments>
            
            <description>&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmcomment&quot;&gt;/*&lt;br&gt;This is a code snippet I decided to make while I was waiting for the mail to arrive.&lt;br&gt;The title is pretty self-explanatory.&lt;br&gt;*/&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;&lt;br&gt;    Seconds = 0;Minutes = 0;Hours = 0 &lt;span class=&quot;dmcomment&quot;&gt;// Global Variables for Seconds, Minutes, and Hours.&lt;/span&gt;&lt;br&gt;world&lt;br&gt;    New()&lt;br&gt;        ..()&lt;br&gt;        Uptime() &lt;span class=&quot;dmcomment&quot;&gt;// Run the Uptime() procedure. Which is initialized at runtime.&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/Uptime()&lt;br&gt;    world &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[Seconds]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[Minutes]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[Hours]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt; &lt;span class=&quot;dmcomment&quot;&gt;// Displays the server uptime.&lt;/span&gt;&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(Seconds &amp;gt;= 60) {Minutes += 1;Seconds = 0} &lt;span class=&quot;dmcomment&quot;&gt;// If your seconds variable value is above or is 60. Then add + 1 to the Minutes, then return Seconds to 0.&lt;/span&gt;&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(Minutes &amp;gt;= 60) {Hours += 1;Minutes = 0}&lt;br&gt;    Seconds ++ &lt;span class=&quot;dmcomment&quot;&gt;// ++ the Seconds variable so the counter doesn't stop.&lt;/span&gt;&lt;br&gt;    spawn(10) Uptime() &lt;span class=&quot;dmcomment&quot;&gt;// Every ten server ticks call Uptime()&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;/*&lt;br&gt;Just an FWI. For those of you who don't know how long a tick is I'll tell you.&lt;br&gt;&lt;br&gt;1 Tick = 1/10th of a second.&lt;br&gt;&lt;br&gt;10 Ticks = 1 Second.&lt;br&gt;&lt;br&gt;600 Ticks = 1 Minute.&lt;br&gt;&lt;br&gt;3600 Ticks = 1 Hour.&lt;br&gt;&lt;br&gt;QUOTE Popisfizzy:&lt;br&gt;FYI, 60 minutes * 60 seconds = 3600 seconds.&lt;br&gt;*/&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
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&lt;/div&gt;</description>
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                <item>
            <title>Beam Structure</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=139193</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=139193</guid>
            <pubDate>Sat, 07 May 2011 23:06:51 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=139193#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
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&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
obj/proj&lt;br&gt;    Test_Beam&lt;br&gt;        icon = &lt;span class=&quot;dmstring&quot;&gt;'Beam.dmi'&lt;/span&gt;&lt;br&gt;        density = 1&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/mob/owner&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/list/tails[1]&lt;br&gt;        Head&lt;br&gt;            icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;head&amp;quot;&lt;/span&gt;&lt;br&gt;            density = 1&lt;br&gt;            New(Loc,Dir,Owner)&lt;br&gt;                ..()&lt;br&gt;                loc=Loc;dir=Dir;owner=Owner&lt;br&gt;                walk(src,src.owner.dir,2)&lt;br&gt;                src.CheckAhead()&lt;br&gt;            Bump(mob/O)&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(ismob(O))&lt;br&gt;                    O.hp -= 5&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(O.hp &amp;lt;= 0) &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(O)&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt;            Move()&lt;br&gt;                ..()&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(tails.len &amp;gt;= 5) &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt; 1&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/obj/proj/Test_Beam/Body/B = &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;(get_step(src.loc,turn(src.dir,180)),src.dir,src.owner)&lt;br&gt;                tails += B&lt;br&gt;                walk(B,B.dir,0)&lt;br&gt;        Body&lt;br&gt;            icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;body&amp;quot;&lt;/span&gt;&lt;br&gt;            density = 1&lt;br&gt;            New(Loc,Dir,Owner)&lt;br&gt;                ..()&lt;br&gt;                loc=Loc;dir=Dir;owner=Owner&lt;br&gt;                src.CheckAhead()&lt;br&gt;            Bump(mob/O)&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(ismob(O))&lt;br&gt;                    O.hp -= 5&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(O.hp &amp;lt;= 0) &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(O)&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt;        &lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;/CheckAhead()&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/turf/T = get_step(src,src.dir)&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(!T)&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;for&lt;/span&gt;(&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/obj/O &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; tails)&lt;br&gt;                    &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(O)&lt;br&gt;                &lt;span class=&quot;dmkeyword&quot;&gt;del&lt;/span&gt;(src)&lt;br&gt;            spawn(1) CheckAhead()&lt;br&gt;&lt;br&gt;mob/&lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;/Shoot_Beam()&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;/obj/proj/Test_Beam/Head(get_step(usr.loc,usr.dir),usr.dir,usr)
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
I'm having problems with my beam code here. I can't seem to figure out how to keep the beam all together. So it looks like one whole beam. As of now it looks like this:&lt;br&gt;
&lt;br&gt;
Spaces represent gaps between the tail an head of the beam.&lt;br&gt;
&lt;br&gt;
-- -- ---- &amp;gt;&lt;br&gt;
&lt;br&gt;
If you want you can test my code under your own circumstances, this is just a code snippet I'm making to keep my skills good and sharp. I would love to learn more about DM, and get my old programming skills back to normal.&lt;br&gt;
&lt;br&gt;
Thanks in advance.</description>
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                <item>
            <title>Assigning variable to winget param</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=155991</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=155991</guid>
            <pubDate>Thu, 20 Jan 2011 04:51:00 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=155991#comments</comments>
            
            <description>I've been trying for a while now to get the volume of all sounds in my game to change depending on a user defined variable. Like so:&lt;br&gt;
&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
mob&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;&lt;br&gt;  master_volume = 50&lt;br&gt; &lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;&lt;br&gt;  SoundUpdate() &lt;span class=&quot;dmcomment&quot;&gt;// Updates when slider is adjusted.&lt;/span&gt;&lt;br&gt;   &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/volume = winget(usr,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;control.slider&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;value&amp;quot;&lt;/span&gt;)&lt;br&gt;   usr.master_volume = round(volume,1)&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;//Sound code for all sounds played in-game.&lt;/span&gt;&lt;br&gt;usr&amp;lt;&amp;lt;sound(&lt;span class=&quot;dmstring&quot;&gt;'soundfile.wav'&lt;/span&gt;, volume=usr.master_volume)&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;//usr.master_volume or src.master_volume depending on what it's under.&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
So I guess the overall question is, how will I be able to assign a variable to the volume portion of the sound proc. Because ever time I round the variable the value result is always &quot;0&quot; and if I don't the value results in decimals. Neither way works, every time I adjust the slider all throughout the game the sound mutes.&lt;br&gt;
&lt;br&gt;
&lt;u&gt;Need any further explanation just ask.&lt;/u&gt;</description>
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                <item>
            <title>Code Simplification</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=151433</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=151433</guid>
            <pubDate>Thu, 06 Jan 2011 22:46:08 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=151433#comments</comments>
            
            <description>I was wondering if their was any method or technique any developer uses to simplify codes, so they aren't so blotchy.&lt;br&gt;
&lt;br&gt;
In other words, any way to help make a code run more smoothly through compile.&lt;br&gt;
&lt;br&gt;
Methods for like the &lt;i&gt;for()&lt;/i&gt;, and the &lt;i&gt;New()&lt;/i&gt;.&lt;br&gt;
&lt;br&gt;
If you understand well enough to give me an answer on what you think I meant, that would be appreciated, thanks for reading.</description>
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                <item>
            <title>Custom DBFind() Procedure</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=156103</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=156103</guid>
            <pubDate>Mon, 27 Dec 2010 08:24:24 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=156103#comments</comments>
            
            <description>I've created a DBFind() or Dragon Ball Finder procedure. I've started by getting the direction of the DB(Dragon Ball) from me, using get_dir(), but I can't seem to make it so, my pre-made direction pointer icons show up as an overlay to point out the direction to the nearest DB. So how would I go about doing so?&lt;br&gt;
&lt;br&gt;
If you don't get it, let me rephrase the question:&lt;br&gt;
(Assuming you've read the top, an know about all counterparts in this system)&lt;br&gt;
&lt;br&gt;
How would I make my pointer icons show me which direction the nearest DB is in?&lt;br&gt;
&lt;br&gt;
Text display of problem.&lt;br&gt;
&lt;br&gt;
D = Dragon Ball&lt;br&gt;
P = Player&lt;br&gt;
&amp;lt;, &amp;gt;, ^, v = Direction Pointer Icons&lt;br&gt;
&lt;br&gt;
-----&lt;br&gt;
D
&lt;p&gt;-----&lt;br&gt;
&lt;br&gt;
-----&lt;br&gt;
D&lt;br&gt;
&lt;br&gt;
^&lt;br&gt;
P&lt;br&gt;
-----&lt;br&gt;
&lt;br&gt;
I think you see what my problem is. Thanks for taking the time to read this. Much appreciated to whomever decides to help me out with this dilemma.&lt;/p&gt;</description>
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                <item>
            <title>Short &amp; Long - Grass</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=258929</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=258929</guid>
            <pubDate>Wed, 22 Sep 2010 04:21:10 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=258929#comments</comments>
            
            <description>This is my attempt at long grass, with a trail of short grass.&lt;br&gt;
Please tell me what ya think, and how I can improve.&lt;br&gt;
&lt;img src=&quot;http://gizhy.com/slgrass.png&quot;&gt;</description>
        </item>
                <item>
            <title>For New Programmers</title>
            <link>http://www.byond.com/members/Gizhy?command=view_post&amp;post=181373</link>
            <guid>http://www.byond.com/members/Gizhy?command=view_post&amp;post=181373</guid>
            <pubDate>Wed, 15 Sep 2010 00:13:29 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gizhy?command=view_comments&amp;post=181373#comments</comments>
            
            <description>Never, ever, ever, ever use &lt;small&gt;usr&lt;/small&gt; inside a procedure.. Use &lt;small&gt;src&lt;/small&gt;. I see this all to often, I can't take it anymore..</description>
        </item>
            
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