The Dink Network

does any1 no the ini stuff & the seq no. & the frame no. 2 put in 2 make the weapons work?

Dink Weapons Pack

August 2nd 2004, 02:45 PM
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spacehog
Ghost They/Them
 
umm... i should wrrite shorter titles to cut out akwardness....
August 2nd 2004, 02:49 PM
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spacehog
Ghost They/Them
 
N.B. This message relates to the weapons pack that I downloaded (the club, shortsword + axe)
August 2nd 2004, 02:54 PM
farmer.gif
i would have had more time to look it up and help you if i wouldn't have had to spend so much time pondering what you had actually said. please speak a little bit more clearly and make your request slightly more understandable next time.
August 2nd 2004, 04:52 PM
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MiloBones
Ghost They/Them
 
God forbid you ever have to do the hard boxes yourself Anyhow, you can find the axe hardboxing (I think) in FIAT and the club hardboxing in Blood Scorpions.

What do you mean by sequence and frame numbers? You can put the animations in any sequence you like, although you may not want to write over graphics from the original.

Oh yeah, do scripts come with the pack? You should put them in the sequences mentioned in the scripts then (for instance, if the script says 900+dir, you would use sequences 902, 904, 906, 908). If you plan on writing your own scripts, then it will make your life easier to have the units digit of the sequence number match the direction. But I imagine you knew that.

I hope that helps...
August 3rd 2004, 03:35 AM
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spacehog
Ghost They/Them
 
sorry for the last incomprahenseable note about the weapons pack by chris morgan.as you have picked up, i am a young newbie with no other proggramming skills previously.
what i meant was: i read some of the dinkc.txt, and i found out you need to type: int add_item(char scriptname[8], int seq, int frame); to give the item, and the script does the rest, i need to know what to put in for the sequence and frame number. also if anyone has the weapons pack, do they no what to put in the ini files to make it work. any help is greatly appretiated. thanks.
August 3rd 2004, 06:13 AM
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The file doesn't seem to come with inventory icons, which are what the numbers in add_item are for (you could have it look like a sack of pig feed in the inventory, which would be add_item("item-axe", 438, 2). But adding the actual in-game graphics involves editing your dink.ini (that of your dmod, not the default one) and is more than a little complicated.

Here's what going on: judging by the scripts, the axe is designed to replace the sword. So, here is a line in the dink.ini for the sword:

load_sequence_now graphics\dink\sword\hit\d-sa2- 102 75 52 92 -23 -12 24 11

The number "102" assigns this set of bmps (Dink facing south and swinging a sword) to sequence 102. Now, if you plan on overwriting the sword to put in the axe, you need to comment or delete the following sequence assignments from your dmods dink.ini:

(Sword idle)
12, 14, 16, 18

(Sword walk, all 8 directions)
71, 72, 73, 74,
76, 77, 78, 79

(Sword hit)
102, 104, 106, 108

That means when you see a line like:
load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9
which is Dink walking with a sword, you have to either put // before it or delete it.

Now, to add graphics!
Open the item-axe script, and you'll see a bunch of lines like this:
init("load_sequence_now graphics\dink\axe\walk\d-sw1- 71 43 64 69 -14 -10 14 10");
I believe that the lines you want to add to your ini are the things within the quote marks. So you copy and paste etc. Then all should work.

If you don't want to overwrite the sword, you could put the graphics into various unused sequences. You want to find three sets of ten consecutive unused sequences (Heh, I assume that an sp_base_walk has to be a multiple of 10) to assign to the axe graphics, say 850-859 for the hit, 860-869 for the walk, and 880-889 for the idle. Then you would modify the item-axe script accordingly. (Remember, then, to change it from &basehit += 100 to &basehit += 850 or whatever). Im sure this is horribly confusing, but if you play around with it, it'll work out.

One more thing... don't forget to add the item-axe script to your story folder.
August 3rd 2004, 09:50 AM
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spacehog
Ghost They/Them
 
thanks very much, but i did everything you said, but all it did was make the game very flickery. whenever i attacked while holding the club it made a sowrd sound... but the animation was of a punch. help would be appretiated, but if you dont feel like it, i wont mind.
August 3rd 2004, 10:19 PM
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MiloBones
Ghost They/Them
 
Ok, I feel stupid. Really stupid.

If you look at the script for the fist graphics, you'll notice that the init lines use the same sequences as the sword, heh. The reason has something to do with the sword animation being the longest, and the other graphics loading over it. Ergo, if the axe animation were shorter... ehh... it might not work. So you should leave in the sword lines and it should work. Man, I feel dumb.

As for why you got the fist graphic, I think it is because the fist sequence loads to those very same seqs just after the sword or something...
August 5th 2004, 12:45 PM
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spacehog
Ghost They/Them
 
Just to say thanks, but it still doesn't work - do you know what i might be doing wrong? Do you just pu everything in "s into the ini files then add item? One more thing, apparently this item's pack does come with icons how do you use them? thanks very much
August 5th 2004, 12:58 PM
goblinm.gif
Weird... it might work if you just left the new lines out of the ini entirely, but I doubt that. I certainly had to replace ini lines to make "the ants demo". At any rate, play around with adding graphics for a little bit, and it'll all make more sense. There's a great tutorial somewhere...

Edit:
Try Redink's I guess:Dink.ini editing
August 8th 2004, 07:59 AM
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spacehoggy
Ghost They/Them
 
thanks, i couldnt get it work, but its ok. its probably just to advanced for a newbie like me ... aww well, i still have armies of headless ducks to create . thanks for everything.