Reply to Re: Random Bug with sp_base_idle
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Are you only changing Dink's base idle during the cutscene or consistently afterwards?
If not you could always do something like this.
Then proceed as you have done, and to kill it off
Edit: thinking further, it might be best if you do it this way considering Dink is consistently Brain 1, whereas you can use a different brain on a fake that you control the frame or sequence for manually.
If not you could always do something like this.
//Get Dink's coordinates int &getx = sp_x(1, -1); int &gety = sp_y(1, -1); //And spawn a fake Dink for the cutscene that you can control instead sp_nodraw(1, 1); int &manualdink = create_sprite(&getx, &gety, 0, 436, 1) sp_pframe(&manualdink, 1);
Then proceed as you have done, and to kill it off
//Kill the fake and redraw the real sp_nodraw(1, 0); sp_active(&manualdink, 0);
Edit: thinking further, it might be best if you do it this way considering Dink is consistently Brain 1, whereas you can use a different brain on a fake that you control the frame or sequence for manually.