sp_base_idle/walk seq 310 and flying?!
Hi everyone,
Can anyone explain to me when I put the following in my script, Dink completely ignores hardness and seems to stop at random places when moving (but nevertheless can move on when pressing the same direction key again)?:
sp_base_idle(1, 310);
sp_base_walk(1, 310);
The issue solves itself when using an other sp_base_idle and walk, for example the dragon:
sp_base_idle(1, 200);
sp_base_walk(1, 200);
I use (and test) in v1.08
Can anyone explain to me when I put the following in my script, Dink completely ignores hardness and seems to stop at random places when moving (but nevertheless can move on when pressing the same direction key again)?:
sp_base_idle(1, 310);
sp_base_walk(1, 310);
The issue solves itself when using an other sp_base_idle and walk, for example the dragon:
sp_base_idle(1, 200);
sp_base_walk(1, 200);
I use (and test) in v1.08
Base_walk 310 is pushing, so there's probably something that alters those sequences in the .ini. I'm going to check now...
I did some sourcediving, and came to the conclusion that whatever the "push" base animation sequences are, they're magical. Luckily, you can change the push base with set_dink_base_push(&base). I'm not sure if this is saved in savegames, though.
Alternatively, you could load the pushing graphics in other sequences and use that.
Mind you, I haven't looked at what behaviour exactly changes. Just that there are several direct comparisons of sprite 1's current sequence with the push base, and different code runs depending on if they're the same or not.
Alternatively, you could load the pushing graphics in other sequences and use that.
Mind you, I haven't looked at what behaviour exactly changes. Just that there are several direct comparisons of sprite 1's current sequence with the push base, and different code runs depending on if they're the same or not.
I've also noticed weird problems when setting a sprite's base_attack and base_walk to the same value. I think we can extrapolate the following rule from this: You should never assign the same number to more than one base_xxx for a given sprite.
I've also noticed weird problems when setting a sprite's base_attack and base_walk to the same value. I think we can extrapolate the following rule from this: You should never assign the same number to more than one base_xxx for a given sprite.
I "only" have to set idle and walk to the same number. I will make a new sequence for that. What weird problems did you notice? Not really happy to make 8 new seqs instead of 4
I "only" have to set idle and walk to the same number. I will make a new sequence for that. What weird problems did you notice? Not really happy to make 8 new seqs instead of 4

March 10th 2012, 05:23 AM

shevek


Not really happy to make 8 new seqs instead of 4
I'd first try Magicman's hint: set the push base to something else, then try again. It might solve your problem. If you use this sequence for idle and walk, it's probably fine to disable pushing, right? I mean, if you disable it, then when pushing Dink will not change from his normal (pushing) pose into the pushing pose. Doesn't sound like a big loss to me.
Not sure if push scripts will still be called though, that might be a problem.
I'd first try Magicman's hint: set the push base to something else, then try again. It might solve your problem. If you use this sequence for idle and walk, it's probably fine to disable pushing, right? I mean, if you disable it, then when pushing Dink will not change from his normal (pushing) pose into the pushing pose. Doesn't sound like a big loss to me.
