Here little sprite....
I've set a script that would create a fairy and make it follow Dink. My question is, how can you let that sprite come onto another screen you entered close to Dink? (ex. Like the slurper and the flute in Pilgrim's Quest) If possible, please tell me how to do it with a local variable. Thanks alot!
The only usable script that survives a screen change is a script attached to sprite # 1000. It might get messy, but others have done it. Try looking in the tutorial files.
No you don't need 1000 sprites. In fact the limit is about 200. You would need the script that created the sprite to be attached to a sprite that isn't on the screen : sp_sript_attach(1000); then that script keeps running even when Dink goes to the next screen. Seth made sprites 1 and 1000 permanently in play.
No you don't need 1000 sprites. In fact the limit is about 200. You would need the script that created the sprite to be attached to a sprite that isn't on the screen : sp_sript_attach(1000); then that script keeps running even when Dink goes to the next screen. Seth made sprites 1 and 1000 permanently in play.
It's not simple. You need a script running attached to sprite 1000 that checks every 100 millisecs ot so if Dink have entered a new screen* if so it creates the follower at dink's position. Then another tricky part (which almost surely will need a global variabled) is to start the script up again after the player-saves and loads. I recomend you download the demo of Crosslink if you haven't and look at I did it with Martridge, think the main to scripts names start with follow. Then the savebot comes into it too. Sorry there's no easy solution.
I'm kinda new at this scripting thing, do ya mean number 1000 in the editor? Or, OMG! 1000 sprites?!? Man, SimonK really has his work cut out for him, and every possible slurper!! Does that mean I just have to simply attach it to the 1000th sprite in one screen, the script will survive the others? Or on every screen?!?
I could just do it the cheap way, create the sprite close to where Dink could enter the screen, it wouldn't exactly flow if Dink came back to that screen, maybe show the fairy in his inventory... Ya know what, maybe I'll just do the easy way for my first d-mod! If only Seth hadn't made so amy inconvienient mistakes
Thanks for the help, though, I'll check that script
I could just do it the cheap way, create the sprite close to where Dink could enter the screen, it wouldn't exactly flow if Dink came back to that screen, maybe show the fairy in his inventory... Ya know what, maybe I'll just do the easy way for my first d-mod! If only Seth hadn't made so amy inconvienient mistakes
Thanks for the help, though, I'll check that script
Ehm, no. There are no 1000 sprites on a screen as you can have 98 at max on a screen (98 + Dink(1) = 99 and that's < 100). Anyway, attaching a script to (sprite) 1000 means it doesn't die when you leave the screen. It's something internal, not really with that many sprites on a screen.
umm, that mean attach to screen 1000 I thought....I could be wrong.
Have you read Dinkc.txt?
If not, I recomend it.
And if really want to get all (well probably not ALL) the details read this.
I just say that because there are alot of tricks and things that you can't easily figure out on your own. The meaning of script_attach(1000); is one of those. (Like Simeon it means the script keeps running even when Dink leaves the screen.)
If not, I recomend it.
And if really want to get all (well probably not ALL) the details read this.
I just say that because there are alot of tricks and things that you can't easily figure out on your own. The meaning of script_attach(1000); is one of those. (Like Simeon it means the script keeps running even when Dink leaves the screen.)