Invincible stg
I have these stone giants borrowed from the original, but I can't hurt them! No sp_ properties are set by editor, en-stg is the script, just like in the original, but for some reason no weapons can hurt them. What might cause this ??
If I use the editor to set sp properties and remove the script it still can't be hit. Next I'll see if dink.ini is missing somthing.
If I use the editor to set sp properties and remove the script it still can't be hit. Next I'll see if dink.ini is missing somthing.
TRY using this script for the stone giant
Because I posted it on the board, maybe you need to fix some commands...
void main( void )
{
int &mcounter;
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 1);
sp_range(&current_sprite, 60);
sp_distance(&current_sprite, 60);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 400);
sp_base_walk(&current_sprite, 820);
sp_base_attack(&current_sprite, 810);
sp_defense(&current_sprite, 1);
sp_strength(&current_sprite, 1);
sp_touch_damage(&current_sprite, 1);
sp_hitpoints(&current_sprite, 1);
preload_seq(812);
preload_seq(814);
preload_seq(816);
preload_seq(818);
preload_seq(825);
preload_seq(821);
preload_seq(823);
preload_seq(827);
preload_seq(829);
}
void hit( void )
{
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
playsound(28, 28050,0,&current_sprite, 0);
}
void die( void )
{
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","xlarge");
}
void attack( void )
{
playsound(27, 28050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}
Because I posted it on the board, maybe you need to fix some commands...
void main( void )
{
int &mcounter;
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 1);
sp_range(&current_sprite, 60);
sp_distance(&current_sprite, 60);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 400);
sp_base_walk(&current_sprite, 820);
sp_base_attack(&current_sprite, 810);
sp_defense(&current_sprite, 1);
sp_strength(&current_sprite, 1);
sp_touch_damage(&current_sprite, 1);
sp_hitpoints(&current_sprite, 1);
preload_seq(812);
preload_seq(814);
preload_seq(816);
preload_seq(818);
preload_seq(825);
preload_seq(821);
preload_seq(823);
preload_seq(827);
preload_seq(829);
}
void hit( void )
{
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
playsound(28, 28050,0,&current_sprite, 0);
}
void die( void )
{
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","xlarge");
}
void attack( void )
{
playsound(27, 28050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}
Ya, exept that is the first thing I tried. No luck. Very odd, it is the only sp acting this way , and it doesn't matter which script is on it.
<later>
well wadayaknow. I did maintenance on my computer, and now it works fine.
Like I been telling you guys, my computer is posessed ! Thanks anyhow theprophet.
<later>
well wadayaknow. I did maintenance on my computer, and now it works fine.
Like I been telling you guys, my computer is posessed ! Thanks anyhow theprophet.