didn work i have player.dmi ready why isn it working man this is the only bit thats stoping from makeing my game work :( it says inconsistent indentation WHY IS THIS in player i dont have the icon named player its blank so tell me what is wrong :(
if you look at this which is a weather prog turfs work in this
/*
Outside Area Demo
By: Shadowdarke (shadowdarke@hotmail.com)
Sept. 6th, 2001
Outside Area Demo demonstrates how to implement day/night cycles two ways,
with overlays or with the luminosity variable. This demo also shows how to
change a turf from one area to another.
The area overlay day/night cycle is much faster than turf overlay day/night
systems, accomplishing the same effect with a couple lines of code and no
lag producing loops. I've tested it with maps as large as 500x500x5 with no
lag at all from the day/night cycle.
*/
world
area = /area/outside // make outside the default area
New() // When the world begins
..() // do the regular things
for(var/area/outside/O in world) // Look for outside areas
spawn() O.daycycle() // begin the daycycle
area
outside // lay this area on the map anywhere you want it to change from night to day
layer = 6 // set this layer above everything else so the overlay obscures everything
var
lit = 1 // determines if the area is lit or dark.
obj/weather/Weather // what type of weather the area is having
proc
daycycle()
lit = 1 - lit // toggle lit between 1 and 0
if(lit)
overlays -= 'black50.dmi' // remove the 50% dither
overlays += 'black25.dmi' // add a 25% dither for a fading effect
sleep(3) // pause a moment
overlays -= 'black25.dmi' // remove the dither
else
overlays += 'black25.dmi' // add a 25% dither for a fading effect
sleep(3) // pause a moment
overlays -= 'black25.dmi' // remove the dither
overlays += 'black50.dmi' // add the 50% dither
spawn(20) daycycle() // change the 20 to make longer days and nights
/*
If you prefer real darkness (luminosity = 0), replace the daycycle() proc
with the one below. Using luminosity for outside darkness is better if
you want to use other light sources like torches.
daycycle()
luminosity = 1 - luminosity // toggle between 1 and 0
spawn(20) daycycle() // change the 20 to make longer days and nights
*/
SetWeather(WeatherType)
if(Weather) // see if this area already has a weather effect
if(istype(Weather,WeatherType)) return // no need to reset it
overlays -= Weather // remove the weather display
del(Weather) // destroy the weather object
if(WeatherType) // if WeatherType is null, it just removes the old settings
Weather = new WeatherType() // make a new obj/weather of the right type
overlays += Weather // display it as an overlay for the area
inside // a sample area not affected by the daycycle or weather
luminosity = 1
turf
icon='green.dmi'
mob
icon = 'mob.dmi'
mob/verb
change_area()
var/turf/T = loc
if(!T) return // for some reason, the mob is not on a turf.
if(istype(T.loc,/area/outside)) // if the turf is in an outside area
T.loc.contents -= T // remove the turf from the outside area
// This does NOT move the turf, only changes
// the area it is associated with.
var/area/inside/I
for(I in world) //find an inside area
break
if(!I) I = new() // if there are no inside areas, create one
I.contents += T // add the turf location to the inside area
usr << "This is an inside area now."
else // this turf isn't outside
T.loc.contents -= T // remove the turf from it's current area
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) O = new() // if there are no outside areas, create one
O.contents += T // place the turf in the outside area
usr << "This is an outside area now."
rain()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather(/obj/weather/rain)
snow()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather(/obj/weather/snow)
clear_weather()
var/area/outside/O
for(O in world) // look for an outside area
break
if(!O) return // if there are no outside areas, stop
O.SetWeather()
obj/weather
layer = 7 // weather appears over the darkness because I think it looks better that way
didn work i have player.dmi ready why isn it working man this is the only bit thats stoping from makeing my game work :( it says inconsistent indentation WHY IS THIS
Inconsistent indentation means that your code isn't indented (tabbed) properly. If it had a problem with the icon it would probably say "error: cannot find 'player.dmi'." I suggest you read some tutorials, or re-read them.