obj
Basic_KI
icon = 'Terrain.dmi'
icon_state = "Basic"
density = 1
Bump()
usr << "Hey!You bumped the KI ball stupid!"
and of course my code doesnt work
-pillsverry
FDDR Hacking person
ID:179414
Jan 1 2002, 3:47 pm
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I have an object, and i need it to tell the user when he bumps it,I have the following code that doesnt work
obj and of course my code doesnt work -pillsverry FDDR Hacking person |
Jan 1 2002, 3:52 pm
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You want it so the mob bumps it:
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In response to Nadrew
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there is a way to code it ON the object, instead of on the mob. Unless you want long long if statement checks for every object in the game....
FIREking |
In response to FIREking
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there is a way to code it ON the object, instead of on the mob. Unless you want long long if statement checks for every object in the game.... You can just give objs a proc called Bumped(), like so: mob/Bump(obj/O) if(istype(O)) O.Bumped(src) obj/proc/Bumped(mob/M) world << "Ow! [M] bumped me!" |
In response to Gughunter
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Purple dragons eat pineapples everyday! I swear it!
FIREking |
In response to FIREking
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there is even another way! im telling you! i use bump for no reason at all, never have, cant imagine i ever will. But what im saying is there IS a way to make the bump interact with what bumped it, on the thing that got bumped. I'll take your word for it. :) |
In response to FIREking
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Only if the obj is moving will it's Bump() proc be called when it runs into something.
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In response to Gughunter
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Gughunter wrote:
there is even another way! im telling you! i use bump for no reason at all, never have, cant imagine i ever will. But what im saying is there IS a way to make the bump interact with what bumped it, on the thing that got bumped. but the purple dragons, THE PURPLE DRAGONS! |