Reply to Re: Jumping some water...
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I think that's because of the base_walk... Just make a "fake" dink and sp_nodraw the real one.
script:
void ****(void)
{
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_nodraw(1,1);
int &fdink = create_sprite(&save_x, &save_y, brain, sequence, frame );
//If you've got more than 1 frame in the sequence, than give him a base_walk...
sp_base_walk(&fdink, seq);
sp_speed(&fdink, 3);
sp_timing(&fdink, 0);
move_stop(&fdink, blablabalbalba);
&save_x = sp_x(&fdink, -1);
&save_y = sp_y(&fdink, -1);
sp_x(1, &save_x);
sp_y(1, &save_y);
sp_kill(&fdink, 1);
sp_nodraw(1, 0);
}
try that one
script:
void ****(void)
{
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_nodraw(1,1);
int &fdink = create_sprite(&save_x, &save_y, brain, sequence, frame );
//If you've got more than 1 frame in the sequence, than give him a base_walk...
sp_base_walk(&fdink, seq);
sp_speed(&fdink, 3);
sp_timing(&fdink, 0);
move_stop(&fdink, blablabalbalba);
&save_x = sp_x(&fdink, -1);
&save_y = sp_y(&fdink, -1);
sp_x(1, &save_x);
sp_y(1, &save_y);
sp_kill(&fdink, 1);
sp_nodraw(1, 0);
}
try that one
