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Reply to Re: To kill a running script

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March 15th 2015, 06:11 AM
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Did you try sp_active(&mouse, 0)?

Though if the mouse has Dink's brain, using that command would likely cause all sorts of problems later on. I'm not really sure. The easiest way would probably be to just use a global. If you don't wanna risk losing a global though, and wanna get all fancy with it, one thing to do would be to create an invisible sprite in the screen that makes the mouse say stuff, and then kill that sprite off when you want the talking to stop.

There would actually be a really simple solution for this if there was a player_map number for the title screen. Does anyone know if the game uses a specific screen for this or does it use none?