ID:179414
 
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
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
You want it so the mob bumps it:

mob
Bump(atom/A)
if(istype(A,/obj/ki))
src<<"You bumped it!"
else
return..()

In response to Nadrew
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
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
Purple dragons eat pineapples everyday! I swear it!

FIREking
In response to FIREking
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
Only if the obj is moving will it's Bump() proc be called when it runs into something.
In response to Gughunter
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.

I'll take your word for it. :)

but the purple dragons, THE PURPLE DRAGONS!