Sequences: Blood rain.
Trying to make a sprite explode in a blast of blood, I've run into a small pickle.
The procedure is:
Sprite freeze (duh.)
Sprite disappear. (sp_kill)
Blood rain (play_seq command)
The sprite disappears all right, but no blood rain
I've checked everything, semicolons, spaces. Is there something wrong with the command?
The procedure is:
Sprite freeze (duh.)
Sprite disappear. (sp_kill)
Blood rain (play_seq command)
The sprite disappears all right, but no blood rain

I've checked everything, semicolons, spaces. Is there something wrong with the command?
play_seq (seq, x, y);
Make a new sequence heh thats what I do when I cant script the bloody thing - although as previously suggested to me
worked a treat
If u kill it no comes back and 'scripty' goes no goes further
wait(lotsa numbers);
worked a treat

If u kill it no comes back and 'scripty' goes no goes further

Try preloading the sequence. Also, not sure if it matters, but remove the space between play_sequence and the open parenthesis.
So it doesn't
You should probably just use sp_seq instead of killing the sprite, and give it a brain of 7 so it plays through and then dies.
EDIT: Also, no variation of playseq exists.

You should probably just use sp_seq instead of killing the sprite, and give it a brain of 7 so it plays through and then dies.
EDIT: Also, no variation of playseq exists.
What Pillbug said... If you want to, you can also create a new sprite to play the sequence in the old one's place (this method is a little bit more amateurish, but it's also less likely to bug out hideously
).
//get the old sprite's coordinates
int &mox = sp_x(¤t_sprite,-1);
int &moy = sp_y(¤t_sprite,-1);
//create blood sprite - giving it brain 7 so it dies on its own after playing the seq
int &BLAHD = create_sprite(&mox,&moy,7,[number of the blood seq],1);
//sequence GO!
sp_seq(&BLAHD,[number of the blood seq]);
PS. //this is fluff, so that the blood isn't punchable:
sp_nohit(&BLAHD,1);

//get the old sprite's coordinates
int &mox = sp_x(¤t_sprite,-1);
int &moy = sp_y(¤t_sprite,-1);
//create blood sprite - giving it brain 7 so it dies on its own after playing the seq
int &BLAHD = create_sprite(&mox,&moy,7,[number of the blood seq],1);
//sequence GO!
sp_seq(&BLAHD,[number of the blood seq]);
PS. //this is fluff, so that the blood isn't punchable:
sp_nohit(&BLAHD,1);