A somewhat difficult question
Alright, this is a little difficult to explain but I want to add a part to my D-mod in which you could be walking and occasionally you will go to a different screen than what is set, for those who dont understand, I want it to be somewhat like the hotel in "Trilby's Notes", I'm not even sure if you can do that or not. I would also only like this to happen if "&story" has a certain value.
Since Your beta testing for me you can open the map in win-dink edit and check out the blank screens in the pie maze. (i think one may be "pieplc5")
You may need to do a Disable_all_sprites(); and then enable dinks sprite first so as to get rid of all those unwanted sprites. If that doesn't work just tell me if you can't figure out another way. Of course typical coding methods can be used for deciding when he should show up. like an if statement:
if(&story == 3)
{
}
and such.
Edit: if the Disable_all_sprites(); thing doesn't work try a
loop with
int &the_sprite = 2;
loop:
sp_active(&the_sprite, 0);
&the_sprite += 1;
if(&the_sprite < [what ever the # of sprites on the screen is]) goto loop;
You may need to do a Disable_all_sprites(); and then enable dinks sprite first so as to get rid of all those unwanted sprites. If that doesn't work just tell me if you can't figure out another way. Of course typical coding methods can be used for deciding when he should show up. like an if statement:
if(&story == 3)
{
}
and such.
Edit: if the Disable_all_sprites(); thing doesn't work try a
loop with
int &the_sprite = 2;
loop:
sp_active(&the_sprite, 0);
&the_sprite += 1;
if(&the_sprite < [what ever the # of sprites on the screen is]) goto loop;
You need to use visions, to do that. In WinDinkEdit, select vision 0, and just edit the common background(walls and such, that will appear every time). Then switch to vision 1 and put on the map the things that you need for the first situation, then switch to vision 2 and put other things, and so on.
Attach to that screen on the map, a script like this one:
void main(void)
{
if(&stroy <= 5)
{
&vision = 1;
}
if(&story == 6)
{
&vision = 2;
}
if(&story > 6)
{
&vision = 3;
}
}
One more thing(offtopic). You said you played Trilby's notes. What are you supposed to do in that hotel? Because I tried everything. I know I'm supposed to find something to open a door, but I don't know what and where.
Attach to that screen on the map, a script like this one:
void main(void)
{
if(&stroy <= 5)
{
&vision = 1;
}
if(&story == 6)
{
&vision = 2;
}
if(&story > 6)
{
&vision = 3;
}
}
One more thing(offtopic). You said you played Trilby's notes. What are you supposed to do in that hotel? Because I tried everything. I know I'm supposed to find something to open a door, but I don't know what and where.
If you want Dink to, for example, sometimes appear in screen 700 instead of 201 when he leaves screen 200 just use &player_map = 700; somewhere on screen 200... Note that the screens will have to have walls in the same places so Dink won't get stuck.
That's a bunch of bullshoot.
You can redraw hardness. I just don't remember quite how.

September 24th 2006, 06:32 AM

Arik


That'd be draw_hard_map(); but if there's a chance of the player warping to a point inside hardness it is still possible to become stuck. Be careful.
just use &player_map = 700; somewhere on screen 200
You should check how redink1 did this in initiation. The ideea is outstanding
You should check how redink1 did this in initiation. The ideea is outstanding

If he's doing what I think he is doing, then it would be easier just to copy and paste the screen and have a random warp sequence in the screen's script...
I just hope you have some magic water or something to get back to 'reality'.
I just hope you have some magic water or something to get back to 'reality'.
In case you're wondering what this is for, I cant give away too much but near the end of "The tests of time" which is almost finished, Dink starts having flashbacks of his childhood at a certain point of the game and... yeah, the rests privileged information.
And Cypry(offtopic), it depends what part you're at, i've beaten the game, so all ya' have to do is ask
And Cypry(offtopic), it depends what part you're at, i've beaten the game, so all ya' have to do is ask
Well, I reached into the hotel, talked to the professor, the hotel changed into the horror one, I found the dead body with the notes... and that's all. I don't know what to do next.
there should be a pair of pliers (I believe they are on the counter of the lobby) you have to use them on the dead body hanging up on the door to take out the nails, then go in and get ze pills.
Hehe,
Now I am afraid that I will wake up and be strapped to a sacrificial altar, while a cultist writes 'Chzo' on the wall using my own blood.
Now I am afraid that I will wake up and be strapped to a sacrificial altar, while a cultist writes 'Chzo' on the wall using my own blood.