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October 31st 2012, 06:30 PM
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Peasant He/Him
I disagree. 
If I continue to ask this much about scripting, I'll might as well credit in my 'hopefully once finished dmod' everyone who helped me here, excluding myself. Try to get in, while I'm still ignorant !

I'm still not sure how (or why) DinkC engine function the way it does, and that's my problem. You could see that in previous posts of mine.

So, I wanted to figure the cutscene myself. And this is what I did.
Created some room interior, put some empty shelves, decoration etc. I've copied in my intro.c the entire script metatarasal had written in his tutorial (an intoduction to dmod making), started the game and watched it.
Everything went fine, but instead of the sprite that was supposed to appear on screen (Ill refer to it as '&var'), the &var never appeared, but his dialogue was spoken by one of the bookshelves. I've checked his sequence, changed his coordinates in create_sprite command, but the same thing happend. What's wrong?
This is meta's code:

void main( void )
{
sp_nodraw(1,1);
int &var = create_sprite(425, 202, 16, 371, 1);
sp_base_walk(&var, 370);
sp_speed(&var, 1);
wait(1);
freeze(1);
freeze(&var);
dink_can_walk_off_screen(1);
sp_x(1, 270);
sp_y(1, 480);
sp_nodraw(1, 0);
move_stop(1, 8, 180, 1);
wait(250);
sp_dir(1, 4);
wait(250);
sp_dir(1, 2);
wait(250);
sp_dir(1, 6);
wait(250);
sp_dir(1, 8);
wait(250);
sp_dir(1, 2);
wait(200);
say_stop("Hmm… Looks like this place is missing a rather important piece of furniture.", 1);
wait(200);
say_stop("`9You’ll get used to it…", &var);
wait(200);
say_stop("Eh, right... I’d rather just buy a new bed I think…", 1);
move_stop(1, 2, 480, 1);
fade_down();
script_attach(1000);
&player_map = 400;
load_screen();
draw_screen();
freeze(1);
sp_x(1, 180);
sp_y(1, 250);
fade_up();
unfreeze(1);
dink_can_walk_off_screen(0);
&update_status = 1;
draw_status();
kill_this_task();
}