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March 21st 2011, 11:49 AM
boncag.gif
JugglingDink
Peasant He/Him United Kingdom
Streetfish 
void main(void)
{
int &dinkx;
}

void touch(void)
{
sp_touch_damage(&current_sprite, 0);
freeze(1);
sp_base_walk(1, -1);
sp_pseq(1, 996);
sp_pframe(1, 1);
&dinkx = sp_x(1, -1);

&dinkx += 24;

move_stop(1, 6, &dinkx, 1);
sp_pseq(1, 996);
sp_pframe(1, 2);
&dinkx += 24;
move_stop(1, 6, dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 3);
&dinkx += 24;
move_stop(1, 6, dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 4);
&dinkx += 24;
move_stop(1, 6, &dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 5);
&dinkx += 24;
move_stop(1, 6, &dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 6);
&dinkx += 24;
move_stop(1, 6, &dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 7);
&dinkx += 24;
move_stop(1, 6, &dinkx, 1);

sp_pseq(1, 996);
sp_pframe(1, 8);
&dinkx += 24;
move_stop(1, 6, &dinkx, 1);

wait(1);
sp_base_walk(1, 70);
unfreeze(1);
sp_touch_damage(&current_sprite, -1);
}


Why doesn't this work properly? When I touch the object, it doesn't start playing sequence 996 until it finishes playing Dink's walking animation, which makes it look really weird.

I tried using sp_seq(1, 996);, but then it finishes playing the animation before Dink's finished moving 190 pixels. So I've tried doing it manually like this, but now it waits until the walking animation finishes before he starts playing seq 996. It's weird though, because he starts moving straight away. Any ideas?

Also, on a different subject, why doesn't sp_flying(1, 1); work? I use sp_flying(1, 1); then use move_stop(1, 6, 300, 0); but he still gets stuck on the blue hardness. What's up with that?

(I know that question has nothing to do with the first one, but I feel like my questions spam the forums enough as it is )