Dink's script
Can I attach a script to Dink? Like, VOID MAIN(VOID)
{
script_attach(1, "Dink-die");
}
Because, I'm pretty sure this script isn't working. On Dink-die, I just have it play a midi. What's wrong?
{
script_attach(1, "Dink-die");
}
Because, I'm pretty sure this script isn't working. On Dink-die, I just have it play a midi. What's wrong?
It's not a good idea to attach script to Dink in general. There's a special script called dinfo.c however that controls what happens when he dies. You could take the one from the original game and add your playmidi command to it.
Well, thanks for replying, but the original Dink files are compiled.
You REALLY need to read the documentation the came with this game sometime.

Yeah, how else have you been learning DinkC? Only from examples? That would be... impressive in its own way.
August 12th 2003, 09:44 AM

Nunzilla


Well, sorry this topic is so old, but it just states the commands to do something to Dink in a very regular way. But they don't seem to work when I put them in another script. does anyone know why?
I think the engine automatically spawns the dinfo.c when Dink has life in 0.
So the engine will ignore other dying script and just run the dinfo.
Hehe, search the source.zip file in the develop folder of dink, there are the original dink scripts uncompiled.
So the engine will ignore other dying script and just run the dinfo.
Hehe, search the source.zip file in the develop folder of dink, there are the original dink scripts uncompiled.

August 12th 2003, 11:48 AM

Nunzilla


I looked in those, however, in the script it states the cpmmands attached to Dink very simply. But when I try it in another script it doesn't work at all.
???
What do you mean? Do you want to do something like in Mystery Island when Dink doesn't agree with going in that quest and the game ends?
What do you mean? Do you want to do something like in Mystery Island when Dink doesn't agree with going in that quest and the game ends?
August 12th 2003, 02:10 PM

Nunzilla


Well, I've pretty much given up on a death animation, all I need to do is something as simple as sp_nohit(1, 1);