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January 30th 2014, 04:17 AM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Okay, there is stuff happening to me at this point that just makes no sense.

NO sense.

//make pillars
int &bhold = create_sprite(170, 108, 0, 82, 1)
int &chold = create_sprite(484, 108, 0, 82, 1)
int &dhold = create_sprite(170, 299, 0, 82, 1)
int &ehold = create_sprite(484, 299, 0, 82, 1)
sp_hard(&bhold, 0)
sp_hard(&chold, 0)
sp_hard(&dhold, 0)
sp_hard(&ehold, 0)
draw_hard_map()


This makes pillars with big weird hardboxes. They don't have the big weird hardboxes when I put them on the map with the map editor. I tried using a different sprite sequence and frame - same problem. I went so far as to put this script into a completely new screen in a completely different and unrelated DMOD just to make sure that it couldn't be anything but the script - same problem. I even tried using a version of the script that was pared down ENTIRELY to the lines you see above. No difference!

I... I just... what?

Oh, and the reason they each have their own variable is that the script removes them later, like so:

//remove pillars
sp_active(&bhold, 0)
sp_active(&chold, 0)
sp_active(&dhold, 0)
sp_active(&ehold, 0)
draw_hard_map()


I have given up and worked around this by adding yet more pointless globals. I just wanted to let everybody know how weird it's gotten.