Script Freezes
My script keeps freezing right after Dink makes the choice(his only choice before story is 4)to tell his king he hasn't found Cyrus.
void talk(void)
{
freeze(1);
freeze(¤t_sprite)
choice_start()
"Tell him you haven't found Cyrus yet"
(&story == 4) "Give him the potion"
choice_end()
if(&result = 1)
{
say_stop("I can't find Cyrus,your majesty.",1);
say_stop("`3Well,keep trying Smallwood.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
if(&result = 2)
{
say_stop("I found Cyrus your majesty,he gave me this potion.",1);
say_stop("`3Well,hand it over Smallwood.",¤t_sprite);
drop_item("item-potion",460, 17);
external("morph","make")
say_stop("Well,Dink Smallwood saves the day...again.",1);
say_stop("`3Nicely done,I knew I could count on you.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
return;
}
void talk(void)
{
freeze(1);
freeze(¤t_sprite)
choice_start()
"Tell him you haven't found Cyrus yet"
(&story == 4) "Give him the potion"
choice_end()
if(&result = 1)
{
say_stop("I can't find Cyrus,your majesty.",1);
say_stop("`3Well,keep trying Smallwood.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
if(&result = 2)
{
say_stop("I found Cyrus your majesty,he gave me this potion.",1);
say_stop("`3Well,hand it over Smallwood.",¤t_sprite);
drop_item("item-potion",460, 17);
external("morph","make")
say_stop("Well,Dink Smallwood saves the day...again.",1);
say_stop("`3Nicely done,I knew I could count on you.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
return;
}
void talk(void)
{
freeze(1);
freeze(¤t_sprite);
choice_start();
"Tell him you haven't found Cyrus yet"
(&story == 4) "Give him the potion"
"leave"
choice_end();
if (&result == 1)
{
say_stop("I can't find Cyrus,your majesty.",1);
say_stop("`3Well,keep trying Smallwood.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
if (&result == 2)
{
if (&story == 4);
say_stop("I found Cyrus your majesty,he gave me this potion.",1);
say_stop("`3Well,hand it over Smallwood.",¤t_sprite);
drop_item("item-potion",460, 17);
external("morph","make")
say_stop("Well,Dink Smallwood saves the day...again.",1);
say_stop("`3Nicely done,I knew I could count on you.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
return;
}
You forgot several minor things. It's if (result == 1) and not if(result = 1)
few minor ;'s too but this should work.
And put a leave in it, you should always be able to just leave
{
freeze(1);
freeze(¤t_sprite);
choice_start();
"Tell him you haven't found Cyrus yet"
(&story == 4) "Give him the potion"
"leave"
choice_end();
if (&result == 1)
{
say_stop("I can't find Cyrus,your majesty.",1);
say_stop("`3Well,keep trying Smallwood.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
if (&result == 2)
{
if (&story == 4);
say_stop("I found Cyrus your majesty,he gave me this potion.",1);
say_stop("`3Well,hand it over Smallwood.",¤t_sprite);
drop_item("item-potion",460, 17);
external("morph","make")
say_stop("Well,Dink Smallwood saves the day...again.",1);
say_stop("`3Nicely done,I knew I could count on you.",¤t_sprite);
unfreeze(1);
unfreeze(¤t_sprite);
}
return;
}
You forgot several minor things. It's if (result == 1) and not if(result = 1)
few minor ;'s too but this should work.
And put a leave in it, you should always be able to just leave

Two small comments:
1. I did not know that scripts could be more than 8 letters...
2. To the best of my knowledge, there is no drop_item. The command is kill_this_item("item-xxx"); or kill_cur_item(); Of course there *should* be a command like the one you have... there just ain't.
1. I did not know that scripts could be more than 8 letters...
2. To the best of my knowledge, there is no drop_item. The command is kill_this_item("item-xxx"); or kill_cur_item(); Of course there *should* be a command like the one you have... there just ain't.
Scripts can be more than 8 letters, but it'll make ~1-names when compiled. If you keep them .c they'll work well.
I got that drop_item thing from the main game source files,blame Seth,it's all his fault

September 12th 2004, 03:13 PM

MiloBones


If the source does it, it can't be wrong, can it?
I'm too lazy to test.
I'm too lazy to test.
Try kill_this_item("item-potion",460, 17);
Maybe it works? I'm not sure, I've just made a DMOD intro that is 46MB. I could release it soon. this kill_this_item is gonna be used in My first Intro. There is an intro before my game. My game is divided into seven parts, totalling to 463MB. Too bad I can't release the full thing because some parts are just too huge.
Maybe it works? I'm not sure, I've just made a DMOD intro that is 46MB. I could release it soon. this kill_this_item is gonna be used in My first Intro. There is an intro before my game. My game is divided into seven parts, totalling to 463MB. Too bad I can't release the full thing because some parts are just too huge.
No, that doesn't work. The command is...
kill_this_item("item-potion");
46 MB for the intro? 463 MB for the actual game!?! What the hell are you using in that d-mod? Seriously.
Even a total conversion wouldn't use that much space. Please, don't tell me you only use .wav files for music...
kill_this_item("item-potion");
46 MB for the intro? 463 MB for the actual game!?! What the hell are you using in that d-mod? Seriously.
Even a total conversion wouldn't use that much space. Please, don't tell me you only use .wav files for music...
Sorry I've changed this thread quite dramatically, but are you sure your d-mod is that big? I find it very hard to believe.
And it it is, then what does it contain that takes up so much room?
And it it is, then what does it contain that takes up so much room?
Actually, I halfway buy it. Let's say you really really really liked the scripting to SoB and PQ. Then you might just drop in all the scripts. Toss in several graphix pax in their entirety, and the whole 300-whatever midipack Pearley made... it might just add up.
It might have been funny if it was in one thread, but you've posted about it in ABOUT 6 DIFFERENT THREADS!
Eh, whatever. You sounded like... a crank. But I guess you were joking...