Reply to Re: Picking stuff up so it never comes back
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Carrying on from my earlier question (This is kinda in the same vein), could anyone tell me what's wrong with this piece of code? It's taken from void hit(void) and takes place just after a conversation, and this time the code is so dink can destroy a piece of a wall:
The code itself seems to work (the wall vanishes and is replaced with dust) however the hardness remains behind. I must of walked through that cave 20 times testing different bits of code by now
Bananas and stolen cookies to anyone that helps
Edit: Oh, and in case I didn't make it clear, the wall is hard, gets destroyed and leaves the dust sprite behind. The dust should not be hard. As far as I can tell it's the wall's hardness being left behind rather than the dust's hardness
fade_down(); wait(500); sp_nodraw(¤t_sprite, 1); playsound(9, 22050, 0, 1, 0); wait(500); playsound(9, 22050, 0, 1, 0); wait(200); playsound(9, 22050, 0, 1, 0); wait(500); playsound(9, 22050, 0, 1, 0); wait(100); playsound(12, 22050, 0, ¤t_sprite, 0); script_attach(1000); int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) { editor_type(&hold, 1); } sp_hard(¤t_sprite, 1); draw_hard_map(); sp_kill(¤t_sprite, 1); int &dust; &dust = create_sprite(347, 093, 0, 80, 23); sp_nohit(&dust, 1); sp_nodraw(&dust, 0); wait(500); fade_up(); unfreeze(1); kill_this_task(); }
The code itself seems to work (the wall vanishes and is replaced with dust) however the hardness remains behind. I must of walked through that cave 20 times testing different bits of code by now
Bananas and stolen cookies to anyone that helps
Edit: Oh, and in case I didn't make it clear, the wall is hard, gets destroyed and leaves the dust sprite behind. The dust should not be hard. As far as I can tell it's the wall's hardness being left behind rather than the dust's hardness