sprite brains
MMk so ive always used the original dink editor, but today i started using WDE +2
im still learning to use it effectively but basically my question is this:
In the old editor if you assigned a sprite a brain, for example a knight. and You gave it the brain you're supposed to. (I think it was 10?) then you could play the game and straight away the sprite would be walking around doin its thing. But in WDE if i give it a 10 brain it doesnt do anything. What am i doin wrong here?
im still learning to use it effectively but basically my question is this:
In the old editor if you assigned a sprite a brain, for example a knight. and You gave it the brain you're supposed to. (I think it was 10?) then you could play the game and straight away the sprite would be walking around doin its thing. But in WDE if i give it a 10 brain it doesnt do anything. What am i doin wrong here?
You need to give it a base walk and a speed.
I thought so, its a shame WDE doesn't do it automatically
It's a shame there's still no dink editor that can generate any kind of script by giving you a bunch of options.
But I guess it's getting easier to copy and paste.
But I guess it's getting easier to copy and paste.
Perhaps one of the coding pros here could design such a program as a standalone? Or maybe build it into WDE itself
I don't really think it'd be that useful. I could write like 5 lines of code in the time it would take me to search a command from a list and use my mouse to choose it.
Dat Autoscript function in WDE has messed up things for me several times. I'd rather copy/paste or write own code.
You know you can switch auto-script off in the options right?
Yes, but it won't stay off between sessions. Not for me anywey.
One time I moved a lot of potions around the map with a custom script. Autoscript was on. Chaos imminent.
One time I moved a lot of potions around the map with a custom script. Autoscript was on. Chaos imminent.
Autoscript? I don't think I've ever encountered that and I've been using WDE/WDE+ for 6-7 years now. Or maybe I have but just haven't heard the function called by that name before. What exactly does it do?
I dunno about those versions skull. But I use WDE + 2 or whatever.
Basically auto script automatically attaches an original dink game script to common sprites such as potions and barrels.
So when you place a barrel or strength potion for example WDE automatically attaches the bar-e and s-potion scripts to them.
Some find that annoying.
Basically auto script automatically attaches an original dink game script to common sprites such as potions and barrels.
So when you place a barrel or strength potion for example WDE automatically attaches the bar-e and s-potion scripts to them.
Some find that annoying.
I hate when I push edit and it creates a blank version of that script and I have to go delete it to make all instances of that script work again.
Never done that to me. I've never even noticed there is this autoscript option. I don't like using WDE+2 cause I find it really unreliable and that it often messes things up. However, those rare occasions I do use it, that one has never done it to me either.
I've actually had this really weird thing happen. OK so I have an intro set up and in that intro it uses the move_stop command for dink, I changed the hardness value in that command to 0 so that dink teleports when he walks into the stairs.
What happens is that sometimes after editing in WDE that stops working.
As in dink will reach the stairs but won't teleport. To fix it I have to open the intro script and change the value from 0 to a random number then back to 0 save the .c file and start up the dmod again. And rada its working again. I have NO IDEA how that works
What happens is that sometimes after editing in WDE that stops working.
As in dink will reach the stairs but won't teleport. To fix it I have to open the intro script and change the value from 0 to a random number then back to 0 save the .c file and start up the dmod again. And rada its working again. I have NO IDEA how that works