The Dink Network

Reply to Re: Making a new Idle for dink?

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
January 22nd 2014, 07:16 PM
milder.gif
truthghost
Peasant He/Him United States
i am Ancient 
Thanks for more info, Shevek.

I've ran into another problem.

When PROTAG (that's the name for my new character) punches, the animation happens, but he doesn't actually punch. Pillbugs are killin me!

Here's the script.

//item fists

void use( void )
{
//disallow diagonal punches

if (sp_dir(1, -1) == 1)
    sp_dir(1, 2);
if (sp_dir(1, -1) == 3)
    sp_dir(1, 2);
if (sp_dir(1, -1) == 7)
    sp_dir(1, 8);
if (sp_dir(1, -1) == 9)
    sp_dir(1, 8);

&basehit = sp_dir(1, -1);
&basehit += 867; //867 is the 'base' for the hit animations, we just add
//the direction
sp_seq(1, &basehit);
sp_frame(1, 1); //reset seq to 1st frame
sp_kill_wait(1); //make sure dink will punch right away
sp_nocontrol(1, 1); //dink can't move until anim is done!
wait(1);
playsound(8, 8000,0,0,0);

}

void disarm(void)
{
debug("Killed fists");

kill_this_task();
}

void arm(void)
{
sp_attack_hit_sound(1, 0);
init("load_sequence_now graphics\protag\walk\p-w1- 858 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w2- 859 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w3- 860 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w4- 861 43 26 70 -10 -9 11 5");

init("load_sequence_now graphics\protag\walk\p-w6- 863 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w7- 864 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w8- 865 43 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\walk\p-w9- 866 43 26 70 -10 -9 11 5");

init("load_sequence_now graphics\protag\idle\p-i2- 850 250 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\idle\p-i4- 852 250 23 68 -9 -9 7 6");
init("load_sequence_now graphics\protag\idle\p-i6- 854 250 31 68 -8 -10 8 5");
init("load_sequence_now graphics\protag\idle\p-i8- 856 250 26 62 -8 -8 9 7");

init("load_sequence_now graphics\protag\hit\p-h2- 869 75 26 70 -10 -9 11 5");
init("load_sequence_now graphics\protag\hit\p-h4- 871 75 37 67 -10 -7 7 5");
init("load_sequence_now graphics\protag\hit\p-h6- 873 75 10 67 -8 -9 12 8 ");
init("load_sequence_now graphics\protag\hit\p-h8- 875 75 26 70 -10 -9 11 5");
debug("fists armed");

int &basehit;
}

void pickup(void)
{
Debug("Player now owns this item.");
kill_this_task();
}

void drop(void)
{
Debug("Item dropped.");
kill_this_task();
}



Got any ideas? Thanks.