Reply to Re: Why Can't I Quit You, DinkC?
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This makes pillars with big weird hardboxes.
Pretty neat. I'd guess it's some kind of loading problem - if you run the script twice, or add preload_seq(82) at the beginning, the problem disappears. If I weren't lazy, I'd check whether all graphics that are load_sequenced (as opposed to load_sequence_now'd) behave the same way...
If you give a sprite a fake brain number (say, 80), make it hard, and then throw hellfire against it, the fireball will explode against it constantly forever.
This is more sensible; the dam-sfb.c script just doesn't account for fake brains, since the original game didn't use those.
Pretty neat. I'd guess it's some kind of loading problem - if you run the script twice, or add preload_seq(82) at the beginning, the problem disappears. If I weren't lazy, I'd check whether all graphics that are load_sequenced (as opposed to load_sequence_now'd) behave the same way...
If you give a sprite a fake brain number (say, 80), make it hard, and then throw hellfire against it, the fireball will explode against it constantly forever.
This is more sensible; the dam-sfb.c script just doesn't account for fake brains, since the original game didn't use those.