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Reply to Re: Making a sprite dissapear later...

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August 25th 2011, 12:59 PM
spike.gif
Don't use kill_this_task(), and it should work. kill_this_task() will kill the script, and it won't work the next time Dink runs at the barrier.

If you want the script to stop running after Dink says "not yet!", use return(); instead.

You also need to give the barrier an sp_touch_damage of -1. You can do that in the editor, but I usually always do it in the script:

void main()
{
sp_touch_damage(&current_sprite,-1);
}