A stupid Question...
How do you make it so enemies dont like dink. my supposed killer ducks just waddle off, and exploit my crappy hardbox. is it a line you put in the script or a special brain or what? thanks.
Hmm, you might have to give the ducks a brain of 9. The trick is this command:
sp_target(¤t_sprite, 1);
Which will set the current sprite to try to attack/run into Dink (i.e. 1). However, it might only work with brains 9 and 10, not the regular duck brain of 3.
You'll probably also want some touch damage, if you don't have some already:
sp_touch_damage(¤t_sprite, 5);
sp_target(¤t_sprite, 1);
Which will set the current sprite to try to attack/run into Dink (i.e. 1). However, it might only work with brains 9 and 10, not the regular duck brain of 3.
You'll probably also want some touch damage, if you don't have some already:
sp_touch_damage(¤t_sprite, 5);
nah, doesn't work with the duck brain. You have to attach all those base walks and random quacks etc. to the killer duck manually. Also if you want the duck to run around squirting blood after being beheaded, change it's brain to 3 in the die procedure.
I have my own killer duck script here. So I know.
I have my own killer duck script here. So I know.

thanks very much. there was another stupid question i meant to ask as well as the last one which was, Whats the best way to have it so the screen unlocks after you kill all the ducks? thanks
Put this in a script and attach the script to a sprite. The script will do the rest:
//locks screen, just attach script to any sprite(not a monster)
void main(void)
{
sp_nodraw(¤t_sprite, 1);
int &numberenemies = 0;
wait(10);
if (get_sprite_with_this_brain(9, ¤t_sprite) > 0)
{
&numberenemies = 1;
}
if (get_sprite_with_this_brain(10, ¤t_sprite) > 0)
{
&numberenemies = 1;
}
if (&numberenemies == 0)
{
return;
}
screenlock(1);
mainloop:
wait(500);
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
playsound(43, 22050,0,0,0);
return;
}
}
screenlock(1);
goto mainloop;
}
//locks screen, just attach script to any sprite(not a monster)
void main(void)
{
sp_nodraw(¤t_sprite, 1);
int &numberenemies = 0;
wait(10);
if (get_sprite_with_this_brain(9, ¤t_sprite) > 0)
{
&numberenemies = 1;
}
if (get_sprite_with_this_brain(10, ¤t_sprite) > 0)
{
&numberenemies = 1;
}
if (&numberenemies == 0)
{
return;
}
screenlock(1);
mainloop:
wait(500);
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
playsound(43, 22050,0,0,0);
return;
}
}
screenlock(1);
goto mainloop;
}
Hurah for all, dont understand it, but it works... thanks.
Or, in the Void Die part of the ducks script...
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0) {
screenlock(0); }
Though if that command comes after changing the ducks brain, you'll need to replace the 9 with a 3, I guess.
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0) {
screenlock(0); }

Though if that command comes after changing the ducks brain, you'll need to replace the 9 with a 3, I guess.