the vision change command
how do you make a broken bridge
get fixed vision command
get fixed vision command
I don't know about the vision change command, but why does your picture look like WC's? I amost mistook you for WC.
The force_vision command is a little wierd. The best is not to use it but instead set &vision directly. In the script attached to the screen where the bridge is do something like this:
void main ( void )
{
if (&fixedit == 1)
{
&vision = 2;
} else
{
&vision = 1;
}
}
In this example. Fhe fixed bridge is vision 2 and the broken bridge is vision 1. And &fixedit is a global variable that get's set to 1 when Dink the bridge is fixed.
Does that help? If you not more specific information on part of that, just ask.
void main ( void )
{
if (&fixedit == 1)
{
&vision = 2;
} else
{
&vision = 1;
}
}
In this example. Fhe fixed bridge is vision 2 and the broken bridge is vision 1. And &fixedit is a global variable that get's set to 1 when Dink the bridge is fixed.
Does that help? If you not more specific information on part of that, just ask.
I think he wants to use the command that forces a vision, can't remember what it is and too lazy to look it up, but it's in the DinkC reference help file thingy, you all should just use that.
Or you could do what paul said, and when you want to change the vision, reload the map. This is only if there's no monsters or anything moving on the screen.
Or you could manually just add or remove sprites..
I'm really just not sure what you're talking about, I'm making a lot of speculations from just 2 poorly formed sentences
Or you could do what paul said, and when you want to change the vision, reload the map. This is only if there's no monsters or anything moving on the screen.
Or you could manually just add or remove sprites..
I'm really just not sure what you're talking about, I'm making a lot of speculations from just 2 poorly formed sentences