Debug Message
While I was using debug on my Dmod('cos the intro thing wasn't working and I was trying to find out why), this message came up in the debug file:
Dink: D DERR_SURFACEBUSY
Dink:
This message repeated for at least 41 pages. Could someone explain what it could possibly mean?
Dink: D DERR_SURFACEBUSY
Dink:
This message repeated for at least 41 pages. Could someone explain what it could possibly mean?
Clearly none of us know what it means...
... Dink on a Surfboard hunting deer... Why didn't I think of that?!
Oh wait, I just did.
... Dink on a Surfboard hunting deer... Why didn't I think of that?!
Oh wait, I just did.
Then maybe you people can tell me what's wrong with this:
void main(void)
{
wait(500);
choice_start()
set_y 240
set_title_color 15
title_start();
"Skip Intro?"
title_end();
"Okay"
"No"
choice_end()
if (&result == 2)
{
pass:
fade_down();
script_attach(1000);
&player_map = 64;
sp_x(1, 325);
sp_y(1, 415);
move_stop(1, 325, 415, 1);
load_screen();
draw_screen();
fade_up();
int &bart = create_sprite(315, 110, 16, 410, 1);
freeze(&bart);
sp_dir(&bart, 2);
sp_base_walk(&bart, 410);
sp_base_idle(&bart, 410);
sp_speed(&bart, 3);
int &serv = create_sprite(290, 250, 16, 240, 1);
freeze(&serv);
sp_dir(&serv, 4);
sp_base_walk(&serv, 240);
sp_base_idle(&serv, 240);
sp_speed(&serv, 3);
int &drunk1 = create_sprite(75, 230, 16, 390, 0);
freeze(&drunk1);
sp_dir(&drunk1, 8);
sp_base_walk(&drunk1, 390);
sp_base_idle(&drunk1, 390);
sp_speed(&drunk1, 3);
int &drunk2 = create_sprite(75, 270, 16, 230, 0);
freeze(&drunk2);
sp_dir(&drunk2, 2);
sp_base_walk(&drunk2, 230);
sp_base_idle(&drunk2, 230);
sp_speed(&drunk2, 3);
wait(500);
unfreeze(&serv);
freeze(1);
wait(500);
say_stop("`0Bla bla bla bla...hic!", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla bla bla", &drunk1);
say_stop("`6bla bla bla!", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla bla...", &drunk2);
wait(200);
move_stop(1, 325, 270, 1);
wait(200);
say_stop("Bla! Bla bla bla bla bla bla bla?", 1);
say_stop("Bla bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`7Bla bla bla bla bla bla bla bla.", &bart);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla bla bla bla!", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla!", &drunk1);
wait(200);
say("`0Hic!", &drunk2);
say_stop("Bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`0Bla bla bla--hic!", &drunk2);
wait(200);
say_stop("Bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`6Bla!", &drunk1);
wait(200);
say_stop("Bla bla bla bla bla bla bla bla bla bla.", 1);
wait(200);
move_stop(1, 120, 270, 1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla?", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla", &drunk1);
say_stop("`6bla bla.", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla.", &drunk2);
wait(200);
say_stop("Bla bla.", 1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla", &drunk2);
wait(3000);
say_stop("`0Bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla...", &drunk2);
wait(200);
say_stop("`6Bla.", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla bla bla bla...", &drunk2);
pass:
fade_down();
script_attach(1000);
&player_map = 100;
sp_x(1, 252);
sp_y(1, 334);
sp_base_walk(1, 530);
sp_base_idle(1, 530);
sp_base_death(1, 550);
sp_base_attack(1, 540);
move_stop(1, 4, 288, 1);
load_screen();
draw_screen();
fade_up();
wait(500);
freeze(1);
wait(500);
say_stop_xy("Bla bla bla...", 10, 20);
wait(200);
say_stop("Bla bla bla bla bla!", 1);
wait(200);
unfreeze(1);
playsound(22,22050,0,0,0);
&update_status = 1;
draw_status();
&story = 1;
return;
}
The bla bla bla's are there so you can't see what it's all about!
void main(void)
{
wait(500);
choice_start()
set_y 240
set_title_color 15
title_start();
"Skip Intro?"
title_end();
"Okay"
"No"
choice_end()
if (&result == 2)
{
pass:
fade_down();
script_attach(1000);
&player_map = 64;
sp_x(1, 325);
sp_y(1, 415);
move_stop(1, 325, 415, 1);
load_screen();
draw_screen();
fade_up();
int &bart = create_sprite(315, 110, 16, 410, 1);
freeze(&bart);
sp_dir(&bart, 2);
sp_base_walk(&bart, 410);
sp_base_idle(&bart, 410);
sp_speed(&bart, 3);
int &serv = create_sprite(290, 250, 16, 240, 1);
freeze(&serv);
sp_dir(&serv, 4);
sp_base_walk(&serv, 240);
sp_base_idle(&serv, 240);
sp_speed(&serv, 3);
int &drunk1 = create_sprite(75, 230, 16, 390, 0);
freeze(&drunk1);
sp_dir(&drunk1, 8);
sp_base_walk(&drunk1, 390);
sp_base_idle(&drunk1, 390);
sp_speed(&drunk1, 3);
int &drunk2 = create_sprite(75, 270, 16, 230, 0);
freeze(&drunk2);
sp_dir(&drunk2, 2);
sp_base_walk(&drunk2, 230);
sp_base_idle(&drunk2, 230);
sp_speed(&drunk2, 3);
wait(500);
unfreeze(&serv);
freeze(1);
wait(500);
say_stop("`0Bla bla bla bla...hic!", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla bla bla", &drunk1);
say_stop("`6bla bla bla!", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla bla...", &drunk2);
wait(200);
move_stop(1, 325, 270, 1);
wait(200);
say_stop("Bla! Bla bla bla bla bla bla bla?", 1);
say_stop("Bla bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`7Bla bla bla bla bla bla bla bla.", &bart);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla bla bla bla!", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla!", &drunk1);
wait(200);
say("`0Hic!", &drunk2);
say_stop("Bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`0Bla bla bla--hic!", &drunk2);
wait(200);
say_stop("Bla bla bla bla bla bla bla bla?", 1);
wait(200);
say_stop("`6Bla!", &drunk1);
wait(200);
say_stop("Bla bla bla bla bla bla bla bla bla bla.", 1);
wait(200);
move_stop(1, 120, 270, 1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla?", &drunk2);
wait(200);
say_stop("`6Bla bla bla bla bla bla bla bla", &drunk1);
say_stop("`6bla bla.", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla.", &drunk2);
wait(200);
say_stop("Bla bla.", 1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla bla", &drunk2);
wait(3000);
say_stop("`0Bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla...", &drunk2);
wait(200);
say_stop("`6Bla.", &drunk1);
wait(200);
say_stop("`0Bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla bla bla bla", &drunk2);
say_stop("`0bla bla bla bla bla bla bla bla...", &drunk2);
pass:
fade_down();
script_attach(1000);
&player_map = 100;
sp_x(1, 252);
sp_y(1, 334);
sp_base_walk(1, 530);
sp_base_idle(1, 530);
sp_base_death(1, 550);
sp_base_attack(1, 540);
move_stop(1, 4, 288, 1);
load_screen();
draw_screen();
fade_up();
wait(500);
freeze(1);
wait(500);
say_stop_xy("Bla bla bla...", 10, 20);
wait(200);
say_stop("Bla bla bla bla bla!", 1);
wait(200);
unfreeze(1);
playsound(22,22050,0,0,0);
&update_status = 1;
draw_status();
&story = 1;
return;
}
The bla bla bla's are there so you can't see what it's all about!
You have 2 open brackets and only one closed bracket. You need to even that out. I copied and pasted into CEdit without even reading it.
That's because I didn't include the second part. The problem is with the first part.
Since you haven't actually told what the problem is, I'm assuming you want a lepracon to appear and kill Dink. You've got it all wrong, this is how it should be done:
&update_status = 1;
draw_status();
int &lepracon = create_sprite(100,100,0,571,1);
say_stop("`0I'm a lepracon, I KILL YOU!!",&lepracon);
&life -= &lifemax;
&update_status = 1;
draw_status();
int &lepracon = create_sprite(100,100,0,571,1);
say_stop("`0I'm a lepracon, I KILL YOU!!",&lepracon);
&life -= &lifemax;
Fine, I'll tell you the problem. After I press no to the Skip Intro question, the screen goes black and remains like that. Happy?
Yes, trying to help is a hell of a lot easier when you know what is wrong.
It seems your first move_stop command is broken:
move_stop(1, 325, 415, 1);
I'm guessing the script gets stuck there, and never even loads the next screen.
EDIT: It seems to be the case for most of your other move_stops as well... The command doesn't work like that: The second variable should be the direction in which Dink moves. (A number between 1-9, like in numpad)
move_stop(1, 325, 415, 1);
I'm guessing the script gets stuck there, and never even loads the next screen.
EDIT: It seems to be the case for most of your other move_stops as well... The command doesn't work like that: The second variable should be the direction in which Dink moves. (A number between 1-9, like in numpad)
Now I've got another problem. All the NPCs are on the map below the map where they're supposed to be but Dink isn't and is just hiding at the top of the screen. What's going on?
This bit:
sp_x(1, 325);
sp_y(1, 415);
move_stop(1, 325, 415, 1);
load_screen();
draw_screen();
fade_up();
Move after loading and drawing the screen. Anyway, why move at all? He's already at the position you're moving him to, plus the screen is still dark!
sp_x(1, 325);
sp_y(1, 415);
move_stop(1, 325, 415, 1);
load_screen();
draw_screen();
fade_up();
Move after loading and drawing the screen. Anyway, why move at all? He's already at the position you're moving him to, plus the screen is still dark!
Hmmm, good point. I found it with the Mystery Island thing and wondered why it had it there. Oh well.
EDIT: Still doesn't work. It tried to, though.
EDIT: Still doesn't work. It tried to, though.
Did you remove the sp_x and sp_y commands...?
Just remove the move_stops after fade_down() and keep sp_x and sp_y.
sp_x(1, 325);
sp_y(1, 415);
should put him near the bottom-right corner of the screen.
Just remove the move_stops after fade_down() and keep sp_x and sp_y.
sp_x(1, 325);
sp_y(1, 415);
should put him near the bottom-right corner of the screen.
What do you mean by 'it tried to'?
And how far does it get? Do they talk ok? Does it go to the 2nd screen? Or does it just fade up and then do nothing else?
A side point: you seem to have a couple of goto labels (pass) in there that aren't doing anything, so get rid of them
If they are doing something, then they could be a problem because you have two of them.
And how far does it get? Do they talk ok? Does it go to the 2nd screen? Or does it just fade up and then do nothing else?
A side point: you seem to have a couple of goto labels (pass) in there that aren't doing anything, so get rid of them
If they are doing something, then they could be a problem because you have two of them.
I mean by 'tried to' by that it did try to get to the right screen, but then settled on the one below it.
I've found a solution though, don't need to worry about it no more.
I've found a solution though, don't need to worry about it no more.
Ah, I see what your problem was now... For some reason I was thinking the screen is 400x620, obviously that should be the other way around.
In case you had to move him, there's also a command to put Dink behind the status bar:
dink_can_walk_off_screen(1);
There's also an annoying bug in the script, which is prevalent in far too many dmods... After the map change, there's a wait(500) before Dink gets frozen- This means the player can walk around while the screen is black, potentially screwing stuff up.
In case you had to move him, there's also a command to put Dink behind the status bar:
dink_can_walk_off_screen(1);
There's also an annoying bug in the script, which is prevalent in far too many dmods... After the map change, there's a wait(500) before Dink gets frozen- This means the player can walk around while the screen is black, potentially screwing stuff up.
There's also an annoying bug in the script, which is prevalent in far too many dmods... After the map change, there's a wait(500) before Dink gets frozen- This means the player can walk around while the screen is black, potentially screwing stuff up.
Thanks for telling me mate, I've fixed it up mate.
Thanks for telling me mate, I've fixed it up mate.













