Reply to Re: Resizing sprite
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I think sp_dir is ignored for things without a real brain (that is, brain 0 or something unknown). If you give it a duck brain, I think it should work, but I didn't test it. Make sure to freeze() it first, otherwise it will continue walking around with its brain.
move_stop also doesn't use base_walk for brain 0 sprites AFAIK.
Anyway, I could be wrong about this; in that case you can use sp_pseq() to just force the sequence to your base_walk+7. That definitely works without a brain.
For the fadeout, the simple (but incomplete) answer is:
However, there are two problems: first, this kills all running scripts, including the one that tries to do this. So you need to protect it, by attaching it to 1000. Note that this invalidates ¤t_sprite, but the sprites gets destroyed anyway, so that shouldn't be a problem.
The second problem is that dink gets unfrozen, which is most likely not what you want during a cutscene. So to fix both of them, you do:
move_stop also doesn't use base_walk for brain 0 sprites AFAIK.
Anyway, I could be wrong about this; in that case you can use sp_pseq() to just force the sequence to your base_walk+7. That definitely works without a brain.
For the fadeout, the simple (but incomplete) answer is:
fade_down(); &player_map = 123; load_screen(); draw_screen(); fade_up();
However, there are two problems: first, this kills all running scripts, including the one that tries to do this. So you need to protect it, by attaching it to 1000. Note that this invalidates ¤t_sprite, but the sprites gets destroyed anyway, so that shouldn't be a problem.
The second problem is that dink gets unfrozen, which is most likely not what you want during a cutscene. So to fix both of them, you do:
fade_down(); &player_map = 123; script_attach(1000); load_screen(); draw_screen(); freeze(1); fade_up();