NPCs
How do i make 2 npcs talk to each other while dink watches?
Dont u name each npc something and then type that command between each one talking?
What does WC stand for btw? Weapons control?
What does WC stand for btw? Weapons control?
Well, are you looking for something like the bar scene in terris (while dink is walking around doing crap, others are talking), or where dink freezes and two people converse while he stands around and listens?
P.S. It stands for White Chocolate, or if you listen to a few stupid brits, it's Water Closet.
P.S. It stands for White Chocolate, or if you listen to a few stupid brits, it's Water Closet.
Get the sprites with:
int &spr_one = sp(xx);
int &spr_two = sp(yy);
where xx and yy are the sprite numbers (see editor for these). Then let them talk like this:
say_stop("`4Hi!", &spr_one);
// wait(250);
say_stop("`7Hi!", &spr_two);
int &spr_one = sp(xx);
int &spr_two = sp(yy);
where xx and yy are the sprite numbers (see editor for these). Then let them talk like this:
say_stop("`4Hi!", &spr_one);
// wait(250);
say_stop("`7Hi!", &spr_two);
That's not exactly the best way to be doing it, since it won't work if you're using visions. Either put :
&spr_one = &current_sprite in the first sprite's main procedure and :
&spr_two = &current_sprite in that of the second and add these 2 variables to main.c. Mind you that I do not advice you to do this with every sprite since you only have a limited number of globals available.
The other way you can do this is create them inside a (base) script by doing :
int &spr_one = create_sprite(x, y, brain, seq, frame); and the same for &spr_two. Then you can access these sprites inside the current script. This probably makes it more complicated, but if you're working with visions there's no other way.
&spr_one = &current_sprite in the first sprite's main procedure and :
&spr_two = &current_sprite in that of the second and add these 2 variables to main.c. Mind you that I do not advice you to do this with every sprite since you only have a limited number of globals available.
The other way you can do this is create them inside a (base) script by doing :
int &spr_one = create_sprite(x, y, brain, seq, frame); and the same for &spr_two. Then you can access these sprites inside the current script. This probably makes it more complicated, but if you're working with visions there's no other way.