sticking dead bodies
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)
what would be the "easiest", "fastest" and the "best way"..
Uh oh. That's like using 'cheap', 'quality', and 'most stylish' together.
Uh oh. That's like using 'cheap', 'quality', and 'most stylish' together.
I'd guess at something to do with editor types.
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
editor_type(¤t_sprite, 3);
editor_seq(¤t_sprite, ???);
editor_frame(¤t_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.
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
editor_type(¤t_sprite, 3);
editor_seq(¤t_sprite, ???);
editor_frame(¤t_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.
Pfft.
Initiation has a kick-ass way You'll see.
Initiation has a kick-ass way You'll see.
Was I even close? Usually when I try and so something creative in a script I just end freezing my whole computer.
Yeah... sort of close. But you don't keep track of the corpses position And yeah, it doesn't use globals.
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...
Paul's Script Trick + Supervars = Hell_of_a_lot_free_globals
DinkC++ == Too_many_global_variables;
What kind of syntax is THAT?
What kind of syntax is THAT?
C++. And when I say ++, I don't mean post-increment; &lhs doesn't like that.
private void SaberCloner(){
SaberTrout[] SaberClones;
for(int i=0;i < SaberClones.length; i++){
SaberClones[i] = new SabreTrout();
}
}
SaberTrout[] SaberClones;
for(int i=0;i < SaberClones.length; i++){
SaberClones[i] = new SabreTrout();
}
}
Private SaberCloneArmyClass{
private SaberTrout original = new SaberTrout();
private SaberTrout[] clones = new SaberTrout[5000];
/*
Insert methods here
*/
}
private SaberTrout original = new SaberTrout();
private SaberTrout[] clones = new SaberTrout[5000];
/*
Insert methods here
*/
}
printf("%s is confused, as he thinks the above code samples were serious.", parent.poster);
I know he was kidding, but how he wrote them was incorrect.
EDIT: And printf is EVIL.
EDIT: And printf is EVIL.
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).
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?
You will see.... Though I'm afraid the days of having 10 SabreTrout's on the board at a time are over.