The Dink Network

sticking dead bodies

March 9th 2004, 08:07 AM
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Without using globals, what would be the easiest, fastest and the best way to stick a monster's corpse onto the screen after it has been killed? (or anything else)
March 9th 2004, 10:14 AM
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what would be the "easiest", "fastest" and the "best way"..

Uh oh. That's like using 'cheap', 'quality', and 'most stylish' together.
March 9th 2004, 10:22 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
I'd guess at something to do with editor types.

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
{
editor_type(&current_sprite, 3);
editor_seq(&current_sprite, ???);
editor_frame(&current_sprite, ?);
}

Replacing the editor_seq with the death sequence, and the frame with the last frame of the sequence.

I have no idea if this would work, but... you lnow. I thought I'd reply.
March 9th 2004, 02:35 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Pfft.

Initiation has a kick-ass way You'll see.
March 9th 2004, 02:42 PM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Was I even close? Usually when I try and so something creative in a script I just end freezing my whole computer.
March 9th 2004, 02:43 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Yeah... sort of close. But you don't keep track of the corpses position And yeah, it doesn't use globals.
March 10th 2004, 02:39 AM
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SimonK
Peasant He/Him Australia
 
Yeah I noticed that... and I thought to myself... must check how Dan did it... as I had to use globals for Skard, but then Skard was never a sprite created by the map/editor... so I was restricted by that I guess and editor_type may not have been an option... but I will check when the final version of Init comes out...
March 10th 2004, 07:35 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Paul's Script Trick + Supervars = Hell_of_a_lot_free_globals
March 10th 2004, 03:08 PM
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merlin
Peasant He/Him
 
DinkC++ == Too_many_global_variables;
March 10th 2004, 08:37 PM
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Paul
Peasant He/Him United States
 
DinkC++ == Too_many_global_variables;
What kind of syntax is THAT?
March 10th 2004, 09:12 PM
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merlin
Peasant He/Him
 
C++. And when I say ++, I don't mean post-increment; &lhs doesn't like that.
March 13th 2004, 01:54 PM
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Drake
Peasant He/Him
 
private void SaberCloner(){
SaberTrout[] SaberClones;
for(int i=0;i < SaberClones.length; i++){
SaberClones[i] = new SabreTrout();
}
}
March 13th 2004, 01:58 PM
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Drake
Peasant He/Him
 
Private SaberCloneArmyClass{
private SaberTrout original = new SaberTrout();
private SaberTrout[] clones = new SaberTrout[5000];
/*
Insert methods here
*/
}
March 13th 2004, 02:08 PM
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merlin
Peasant He/Him
 
Uh, neither of those would work.
March 13th 2004, 02:16 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
printf("%s is confused, as he thinks the above code samples were serious.", parent.poster);
March 13th 2004, 02:41 PM
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merlin
Peasant He/Him
 
I know he was kidding, but how he wrote them was incorrect.

EDIT: And printf is EVIL.
March 13th 2004, 04:36 PM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Pfft, it doesn't matter how it is written. The fact that my clones shall return is indubitable... Unless Redink tells them to piss off back into the hole from whence they came (Again).
March 13th 2004, 05:43 PM
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safmoor
Peasant He/Him
 
There was a little movement of your clones a couple of months ago, but they didn't have any staying power. And since you have afish avatar thingy, will they do the same?
March 14th 2004, 02:09 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
You will see.... Though I'm afraid the days of having 10 SabreTrout's on the board at a time are over.