Reply to Re: problems with move() and wait()
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What actually happens? Does the game crash or something?
I assume that you've tried increasing the wait?
Anyway it might be a good idea to do something like this:
EDIT: It's a very clever script if you get it to work! I remember trying something like that for three amulets but I never figured out a way to stop the sprite... But I was a really bad scripter back then...
I assume that you've tried increasing the wait?
Anyway it might be a good idea to do something like this:
move(1, 4, 0, 0); loop: &dinkx = sp_x(1, -1); wait(10); &dinkx2 = sp_x(1, -1); if (&dinkx != &dinkx2) { goto loop; } &dinkxy2 += 5; move(1, 6, &dinkxy2, 0); sp_dir(1, 4); //Otherwise dinks actual x coordinate could be less //Than dinkxy2 even though you force him to walk in direction 4 //to that location, So he tries to go forward backwards, you get it? //it could screw things up...
EDIT: It's a very clever script if you get it to work! I remember trying something like that for three amulets but I never figured out a way to stop the sprite... But I was a really bad scripter back then...