The Dink Network

cutscene with several monsters

August 10th 2009, 09:29 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
Yea...so what i want to do, the single monster on the screen talks to dink. after the chat, the monster calls for other monsters to join it. then i want all the monsters to go attack dink (with a screen lock). how exactly do i script this?
August 10th 2009, 10:11 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
When Dink walks on to screen, you should attach something like this to the monster's script:

void main(void)
{
freeze(1);
freeze(&current_sprite);
say_stop("blah blah",1);
wait(100);
say_stop("`0Blah blah blah!",&current_sprite (or monster designation);
wait(100);
say_stop("`0More monsters come here!",&monstername);
wait(100);

int &monster1 = create_sprite(xco, yco, brain, seq, frame);

Alright, that's creating a monster without placing it in the editor.

Where xco and yco go, put the X and Y coordinates of where you want monster 1 to be on the screen. Make the brain 9 for now, that's the default monster brain.
Where seq and frame are, put the sequence of the monster you're using, and the frame number of your choice of that sequence. Then, add these two lines:

sp_base_walk(&monster, <basewalk ;
sp_speed(&monster1, 1);
freeze(&monster1);

You can change to the speed to suite how fast your monster goes. Where <basewalk> is, you'll need to put the base_walk sequence for monster1. To find this, go into your sprite selector and find the monster you're using. The walking for monsters has to be a multiple of 10, so find a bonca in your editor. Let's say you find the bonca, and he's in sequence 331 (I don't remember which sequence he's in exactly). If you make the base_walk 331, he won't work. You'll need to make it 330. 331 is 330 + direction. Look at your num pad, the position of the keys on the numpad is the direction your sprite will face (4 being left, 6 being right, etc.). And the freeze(&monster1); will just make sure your sprite doesn't start walking around mid-conversation. It's very rude. So...where was I? Ah yes, screenlocking and targeting. Add this: screenlock(1); after you make the sprite. This will lock the screen. Now, make a new script for the monster, name it something like 'monster'. Add this line after you make monster1:
sp_script(&monster1, "monster");

That will ensure your sprite gets the monster script. For the monster script, you should basically just edit a bonca script, changing stats and the base_attack and such. But we want the new script to make sure when everything is dead, the screen won't be locked anymore. Add these lines into the void die(void) procedure of your enemy script:

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

This will check to see if there are any more brain 9 enemies, then unlock the screen if there aren't. As for tracking Dink, just put sp_target(&monster1, 1);
after the conversation is over. If I was to vague on some parts, tell me, and I'll do my best to explain everything better.
August 11th 2009, 10:10 AM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
I understood perfectly. I will try this out later when i get home from school. Thanks a ton ^_^
August 11th 2009, 07:08 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
Ok...I understood (maybe not 100%), but the script doesnt seem to work correctly. Can you give me the script without the explination? (some of the codes mixed with the explination throw me off a lil) if you need it, the sequence for the monster already there is 611. (and the monster im trying to make is a purple bonca...and two of them)
August 11th 2009, 08:42 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Yeah, but for the stuff that will vary depending on your D-Mod, I'll put in some random numbers/letters (things like the coordinates for monsters).

Step 1: Save this as a script called "monster" (without quotations) and attach it to a grey bonca or some other monster. Make sure you give the bonca/boss a base_attack, base_walk, speed, all that good stuff via WinDinkEdit + or something. It's not necessary to include the simple stuff like attack and walking through scripts with editor placed sprites.

void main(void)
{
screenlock(1);
freeze(1);
freeze(&current_sprite);
say_stop("blah blah",1);
wait(100);
say_stop("`0Blah blah blah!",&current_sprite); designation);
wait(100);
say_stop("`0More monsters come here!",&current_sprite);
wait(100);

int &monster1 = create_sprite(100, 200, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
script(&monster1, "monster");
freeze(&monster1);

int &monster2 = create_sprite(150, 250, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
script(&monster2, "monster");
freeze(&monster2);

say_stop("`0MWAHAHAHAHA!",&current_sprite);

unfreeze(&current_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);

sp_target(&current_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);

say("Uh-oh!",1);
}

void die( void )
{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 6);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
}

Step 2: Make a new script called "monster" (without quotations), and put this in that script:

void main(void)
{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 40);
sp_base_walk(&current_sprite, 610);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 620);
sp_defense(&current_sprite, 3);
sp_strength(&current_sprite, 8);
sp_touch_damage(&current_sprite, 5);
sp_hitpoints(&current_sprite, 20);

}

void hit( void )
{
playsound(29, 22050,0,&current_sprite, 0);

sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound

}

void die( void )
{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 6);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
}

void attack( void )
{
playsound(31, 22050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}

That's it. If it still doesn't work, tell me. I may have forgot something...or something.

August 11th 2009, 09:29 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
It works, with the exception of two things.

1.) I'd like for the 2 enemy boncas to walk onto the screen rather than just appear (I shoulda mentioned that in the first place)

2.) The 2 boncas that spawn on the screen, I cant hit them, nor can they hurt me.
August 11th 2009, 09:34 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
1) Create them off-screen with coordinates greater than the boundaries of the screen (I think it's 400x602 or something, so 500 and 1000 would work if those are the limits). Then just use a move_stop(&monster, direction, coordinates);

2) Ah, a typo. Don't use script(&monster1, "monster"); use sp_script(&monster1, "monster"); The sp_ is important.
August 11th 2009, 09:43 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
Thanks, time to try that out ^_^

You know pillbug, you're quickly becoming my best friend on TDN You've been so helpful
August 11th 2009, 09:54 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
Gah! Didn't work >.> Not sure what happened...it just crashed when the monsters were supposed to walk on. any idea how to fix it?

I'm trying to do too much for this D-Mod. >.<
August 11th 2009, 10:05 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Hmm, it might because of the coordinates. Try using screenmatch (hit M in WDE+) and use the coordinates for the sprite that appears on the other screen. I'm not thinking good right now, so if that's not the problem don't throw tomatoes and/or rocks at me.

EDIT: If that also doesn't work, try creating the sprite off-screen first using the greater-than-boundaries-coordinates and then using a move_stop(&monster, direction, coordinates); command to make them come onto the screen. That should do it. Also, I'm glad I've been able to help thus far.
August 11th 2009, 10:26 PM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
You forgot something.. it's
move_stop(int active_sprite, int direction, int destination_coordinate, bool ignore_hardness);

For the last bit (ignore hardness) just use 1.

August 11th 2009, 10:26 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
RARAGARARARBLARGARAR!

I knew I forgot something. Thanks for that
August 12th 2009, 04:12 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
It shouldn't crash if you try off boundary sprite movement. This would be rare, but make sure you don't have more than 99 sprites on the screen at one time, that will crash Dink instantly
August 12th 2009, 09:02 AM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Yeah, but using WDE+ gives you an error message, and you can't place anymore sprites on the screen. So I wouldn't think that would be a problem if he's using WDE+ (maybe WDE too, I'm not sure). What editor are you using DinkKiller?
August 12th 2009, 09:36 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
He could still be creating sprites over the limit though, at run time. Or is the sprite limit only important for editor placed sprites?
August 12th 2009, 10:06 AM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
You can place 99 sprites and fire hellfire like a changun and still not crash. I've tried it.
August 12th 2009, 10:14 AM
spike.gif
Yeah, the limit for all sprites is supposedly somewhere around 300.

I recall Dinkedit doesn't exactly like it if you put 99 sprites on a screen, though.
August 12th 2009, 06:58 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
i use WinDinkEdit. There are less than 15 sprites on the screen so that's not the problem. And I noticed the ignore hardness part myself and added that, but it still crashes, so I'm not sure what the problem is.
August 12th 2009, 07:00 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Did you change the dialogue at all? If lines are too long in a script, the game will crash. So if you have any long lines, break them down into two.
August 12th 2009, 07:10 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
I dont think thats the problem...the dialouge goes fine...then after the talking when the creatures should move on the screen is when it crashes

perhaps i should post a copy of the script here so it can be examined?
August 12th 2009, 07:14 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Yeah, that would be easier. Use [code] tags though so it's easier to read though so it's easier to read
August 12th 2009, 07:21 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
EDITED OUT DIALOUGE SO NO PLOT WAS GIVEN AWAY

void main( void )
{
if (&story == 6)
{
freeze(1)
freeze(&current_sprite)
say_stop("`5blah blah", &current_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah. blah blah", &current_sprite);
say_stop("blah?", 1);
say_stop("`5blah blah blah", &current_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah blah blah", &current_sprite);
say_stop("blah blah blah blah", 1);
say_stop("`5blah blah blah. call other monsters here!", &current_sprite);

int &monster1 = create_sprite(900, 080, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
sp_script(&monster1, "monster");
move_stop(&monster1, 4, 425, 1);
freeze(&monster1);

int &monster2 = create_sprite(900, 220, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
sp_script(&monster2, "monster");
move_stop(&monster2, 4, 425, 1);
freeze(&monster2);

say_stop("blah blah", 1)
say_stop("`5blah blah blah!", &current_sprite);

unfreeze(&current_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);

sp_target(&current_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);

}

}

//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 2);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 500);
sp_base_walk(&current_sprite, 610);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 620);
sp_defense(&current_sprite, 6);
sp_strength(&current_sprite, 12);
sp_touch_damage(&current_sprite, 10);
sp_hitpoints(&current_sprite, 250);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);

preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);

}

void hit( void )
{
playsound(29, 22050,0,&current_sprite, 0);

sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound

}

void die( void )
{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 6);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
&story = 7
}

void attack( void )
{
playsound(31, 22050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
&story = 7
}
August 12th 2009, 07:29 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
1) You're missing semi-colons for your first two freeze commands.

2) Everything past //can't get out of the screen until this dude is DEAD to the following end bracket is not in a procedure. If that goes to the "monster" script, put

void main(void)
{

before it to finish off the container and it should work. Those are the only things I noticed at first, I'll modify this post if I find more stuff.

EDIT:
3) You need a semi-colon for &story = 7 as well.
4) If you don't want the boss/minions to respawn, change:

editor_type(&hold, 6);

to:
editor_type(&hold, 1);

From my DinkC Reference book:


Editor Types:
0: Normal sprite, drawn on screen.
1: Kill sprite completely.
2: Draw editor_seq/editor_frame as a sprite without hardness.
3: Draw editor_seq/editor_frame as a background sprite without hardness.
4: Draw editor_seq/editor_frame as a sprite with hardness.
5: Draw editor_seq/editor_frame as a background sprite with hardness.
6: Sprite will return after 5 minutes.
7: Sprite will return after 3 minutes.
8: Sprite will return after 1 minute.


Those are all the editor types.

5) I noticed you have a 080 as one of the coordinates, take out the 0.
MINI EDIT: Dang, Robj beat me to it

August 12th 2009, 07:33 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
i changed those but it still crashes...
August 12th 2009, 07:37 PM
custom_robj.png
Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
Where you create the first monster (monster 1) and you've set the y co-ordinate to 080, remove the zero - just set it to 80.

August 12th 2009, 07:43 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
omg its working now...well mostly. first i need to increase the speed in which the two boncas walk onto the screen. second, the first monster wont move or attack...need to fix THAT now >.>
August 12th 2009, 07:46 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
*throws an explosive cookie at Robj for coming up with the right answer first*

August 12th 2009, 07:48 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
No it may have been working for a while i just wasnt patient enough to wait for the monsters to walk on screen. well now they aren't so far off screen and they will walk a lot faster.

But the monster that is &current_sprite isnt moving or attacking...how do i fix that? >.>
August 12th 2009, 08:37 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Did you change it's attributes in the editor?

If not, add a few lines into the script you gave the boss:

sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, speed);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, xp);
sp_base_walk(&current_sprite, basewalk);
sp_base_death(&current_sprite, basedeath);
sp_base_attack(&current_sprite, baseattack);
sp_defense(&current_sprite, def);
sp_strength(&current_sprite, str);
sp_touch_damage(&current_sprite, touchdamage);
sp_hitpoints(&current_sprite, hitpoints);

You can just put those before the dialogue, with a comment like
//let's give him stats.
Just to separate the monster stats from the rest of it.
August 13th 2009, 03:58 PM
slimeg.gif
metatarasal
Bard He/Him Netherlands
I object 
Count brackets. You have 6 opening and 7 closing brackets, so something is wrong.

void main( void )
{
if (&story == 6)
{
freeze(1)
freeze(&current_sprite)
say_stop("`5blah blah", &current_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah. blah blah", &current_sprite);
say_stop("blah?", 1);
say_stop("`5blah blah blah", &current_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah blah blah", &current_sprite);
say_stop("blah blah blah blah", 1);
say_stop("`5blah blah blah. call other monsters here!", &current_sprite);

int &monster1 = create_sprite(900, 080, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
sp_script(&monster1, "monster");
move_stop(&monster1, 4, 425, 1);
freeze(&monster1);

int &monster2 = create_sprite(900, 220, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
sp_script(&monster2, "monster");
move_stop(&monster2, 4, 425, 1);
freeze(&monster2);

say_stop("blah blah", 1)
say_stop("`5blah blah blah!", &current_sprite);

unfreeze(&current_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);

sp_target(&current_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);

}
////////////////////////////////////////////////////
//Here's the bracket you need to remove:
//(The rest of the main procedure is being ignored!)
}

//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 2);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 500);
sp_base_walk(&current_sprite, 610);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 620);
sp_defense(&current_sprite, 6);
sp_strength(&current_sprite, 12);
sp_touch_damage(&current_sprite, 10);
sp_hitpoints(&current_sprite, 250);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);

preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);

}

void hit( void )
{
playsound(29, 22050,0,&current_sprite, 0);

sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound

}

void die( void )
{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 6);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
&story = 7
}

void attack( void )
{
playsound(31, 22050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
&story = 7
}
August 13th 2009, 08:24 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
I've already fixed the brackets. So the problem still escapes me...&current_sprite moved and attacked without a problem before i made the other 2 monsters walk on screen...so something i added then is messed up?
August 13th 2009, 08:47 PM
dinkdead.gif
Perhaps the problem's in the 'monster' script that you're attaching to the two new ones?

Show us that monster.c
August 13th 2009, 08:53 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
i dont have any problems with those monsters but okay...

void main(void)
{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 2);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 200);
sp_base_walk(&current_sprite, 610);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 620);
sp_defense(&current_sprite, 4);
sp_strength(&current_sprite, 10);
sp_touch_damage(&current_sprite, 5);
sp_hitpoints(&current_sprite, 100);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);

preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);
}

void hit( void )
{
playsound(29, 22050,0,&current_sprite, 0);

sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound

}

void die( void )
{

if (get_sprite_with_this_brain(9, &current_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen

screenlock(0);
playsound(43, 22050,0,0,0);

}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 1);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","medium");
}

void attack( void )
{
playsound(31, 22050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}
August 13th 2009, 09:02 PM
dinkdead.gif
Uh sorry I must've missed a bit... thought it was still crashing. Oops.

Now having read the whole thread properly: Try putting the whole if (&story == 6) bit at the end, after the preload_seq's and everything. Worth a try
August 13th 2009, 09:10 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
and the if (&story == 6) to the end of which one? the original or the monster script?
August 13th 2009, 09:13 PM
dinkdead.gif
Same script it's in now but instead of this:
void main (void)
{
  if (&story == 6)
  {
    //blah blah blah
  }

  //blah blah blah
}

try this:
void main (void)
{
  //blah blah blah

  if (&story == 6)
  {
    //blah blah blah
  }
}
August 13th 2009, 09:17 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
yea didnt work. the problem is that &current_sprite seems to be walking in place and cant attack. How do i fix this?
August 13th 2009, 09:30 PM
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pillbug
Peasant He/Him United States
Love! True love! 
Odds are he's hard. Not in that context, uncheck the hardbox.
August 13th 2009, 09:41 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
Odds are he's hard. Not in that context, uncheck the hardbox.

Lol XD

And no he wasn't. I'm totally stumped.
August 13th 2009, 11:53 PM
pillbug.gif
pillbug
Peasant He/Him United States
Love! True love! 
Try taking out all the preload_seq lines. I don't know if that'll help, but

1) I think 1.08 doesn't even require you preload sequences, it does it automatically.

EDIT: After reading another page of my DinkC Reference Book, I have more information on preload_seq. This is what it says:


In 1.08+, the game will automatically load any sequences on-the-fly without delay. However, this will cause a slight pause as the game loads the sequences, so you may want to keep using preload_seq in the main procedure of sprites with several animations to prevent this small pause.

So...I would recommend changing the numbers, not take them out ( see 2) )

2) You're preloading sequences boncas other than the purple bonca. If taking them out doesn't work, change the numbers to preload the purple bonca sequences.

I'll modify this post/make a new one if I find more.
August 14th 2009, 06:37 AM
dinkdead.gif
Does it attack if Dink goes close enough?
August 14th 2009, 07:01 AM
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metatarasal
Bard He/Him Netherlands
I object 
Well, it's probably something in the editor. I tried the script as I posted it (minus the extra bracket of course) and it worked fine. So it must be something else, it's not the script.
August 14th 2009, 09:12 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
no it doesnt attack at all. I'll try taking out the preload sequences after i go eat dinner.
August 14th 2009, 10:58 PM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
IT DIDNT WORK >.<

I'm getting so frustrated idk wtf is wrong >.<
August 15th 2009, 12:18 AM
knights.gif
DinkKiller
Peasant He/Him United States
The world could always use more heroes 
well its all fixed now. Thanks everyone for your help ^_^