The Dink Network

Scripting to talk to a duck on an island (Making script appear above the duck instead of the script obj)

August 9th 2014, 06:22 PM
fairy.gif
kerrek
Peasant He/Him United States
oao 
I can't find any help on this.

I'm tryna make Dink talk to a wall (invisible, has a script on it)

but how do I get the text to appear over the duck instead of the wall?

It's much like the terris bar. You talk to the bar but the text is on the bartender.

HEPL PLIS
August 9th 2014, 06:45 PM
wizardg.gif
what you want to do is create a sprite and have the say() lines originate from the created sprite. So something like this...

void main(void)
{
int &duck = create_sprite(x coordinate, y coordinate, brain, sequence, frame);
}

void talk(void)
{
freeze(1);
say_stop("Hello duck", 1);
wait(200);
say_stop("`4QUACK YOU!", &duck);
unfreeze(1);
}

Does this help?
August 9th 2014, 07:06 PM
fairy.gif
kerrek
Peasant He/Him United States
oao 
Alrighty that worked, thanks.

I'm a bit peeved by how noisy the duck is (it's quacking ALL THE TIME)

but it's better than no script.
August 10th 2014, 02:16 AM
dinkdead.gif
Give your duck a brain transplant and it will stop quacking.