WinDinkEdit Plus: How to make a thing die?
Aren't all sprites essentially the same, just some don't have a brain or speed?
I would think they die in the same way as any enemy sprite, or use sp_active(¤t_sprite, 0); somehow, but then I might be wrong...
I would think they die in the same way as any enemy sprite, or use sp_active(¤t_sprite, 0); somehow, but then I might be wrong...
What do you mean by kill? Do you mean just make it inactive, or kill it and remove it and its script from the game? Unless you attached the script to something else.
Uh, I think sp_kill(¤t...); should work.
sp_active(¤t_sprite,0);
int &rememberimdead = sp_editor_num(¤t_sprite);
editor_type(&rememberimdead,1);
int &rememberimdead = sp_editor_num(¤t_sprite);
editor_type(&rememberimdead,1);
It worked. Now, how to make it spill a modified "blood explosion" thing when it dies?
Try this.
int &BloodExplosion = create_sprite(000, 000, 0, 164, 1);
sp_seq(&BloodExplosion, 164);
Wait(500);
//Don't know really how long that is necessary to wait...
sp_active(&BloodExplosion, 0);
int &BloodExplosion = create_sprite(000, 000, 0, 164, 1);
sp_seq(&BloodExplosion, 164);
Wait(500);
//Don't know really how long that is necessary to wait...
sp_active(&BloodExplosion, 0);
Oh cool, it works. Except that it appears in the very upper left corner of my screen.
why don't you try this:
int &somespritex = sp_x(¤t_sprite, -1);
int &somespritey = sp_y(¤t_sprite, -1);
int &bloodexp = create_sprite(&somespritex, &somespritey, 7, 164, 1);
sp_seq(&bloodexp, 164);
wait(500);
sp_active(&bloodexp, 0);
int &somespritex = sp_x(¤t_sprite, -1);
int &somespritey = sp_y(¤t_sprite, -1);
int &bloodexp = create_sprite(&somespritex, &somespritey, 7, 164, 1);
sp_seq(&bloodexp, 164);
wait(500);
sp_active(&bloodexp, 0);
July 17th 2007, 11:22 AM

Marpro


Vukodlak... You must put in cordinates where you want your explosion to appear (create_sprite(000<-- HERE, 000<--- AND HERE, 0, 164, 1) I strongly recommend Rudiment of Scripting, it'll teach you stuffs like that and muuch more.
I already did, but it doesn't teach me stuff like that.
Anyway... The script I use applies to multiple sprites, so I can't really use the script Marpro suggested. How do I make it so the blood explosion appears on the location of the sprite?
Anyway... The script I use applies to multiple sprites, so I can't really use the script Marpro suggested. How do I make it so the blood explosion appears on the location of the sprite?
Vukodlak!Did you used my script?
I belive the correct term is
"Vukodlak!Did you use my script?"
People these days, don't they know english honestly >
"Vukodlak!Did you use my script?"
People these days, don't they know english honestly >

And I believe that the correct terms are
"I believe the correct term is 'Vukodlak! Did you use my script?'"
and
"People these days, don't they know English?! Honestly...
"
By the looks of it, I know English better than you.
MUHAHAHAHHAHAHAHAHHHAHAHAHHAHAHAHAHAHHAHAHAHAHAHA!!
...
Ack! I need to stop taking those insanity pills.
"I believe the correct term is 'Vukodlak! Did you use my script?'"
and
"People these days, don't they know English?! Honestly...

By the looks of it, I know English better than you.

...
Ack! I need to stop taking those insanity pills.

If it's for all sprites in your D-Mod you could just replace the original graphics.