Reply to Re: Sound limit in DinkHD versus YOD
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Looking through how missile_target works;
If a missile hits a sprite, and that destination sprite is set hard and has a script, missile_target will be set to 1 along with the enemy_sprite var. Then, if the missile sprite has a script, missile_target is set to the destination sprite, with enemy_sprite var set to 1 (player sprite), and then damage() is run in the missile script if it exists. If damage() runs, the default thwack, or a sprite's attack hit sound will not be played and the missile sprite won't be culled.
If the destination sprite is not set hard, missile_target will be set to zero, but the rest will be as above in terms of attack sounds and culling of missile sprite.
There's some more to it but I can't be bothered unravelling it right now. The main take-away is that a missile with a script that runs damage() prevents sprite attack hit sounds from being played, and that missile_target is often set to 1 or 0, and doesn't necessarily represent the most recent sprite on the receiving end of a missile.
If a missile hits a sprite, and that destination sprite is set hard and has a script, missile_target will be set to 1 along with the enemy_sprite var. Then, if the missile sprite has a script, missile_target is set to the destination sprite, with enemy_sprite var set to 1 (player sprite), and then damage() is run in the missile script if it exists. If damage() runs, the default thwack, or a sprite's attack hit sound will not be played and the missile sprite won't be culled.
If the destination sprite is not set hard, missile_target will be set to zero, but the rest will be as above in terms of attack sounds and culling of missile sprite.
There's some more to it but I can't be bothered unravelling it right now. The main take-away is that a missile with a script that runs damage() prevents sprite attack hit sounds from being played, and that missile_target is often set to 1 or 0, and doesn't necessarily represent the most recent sprite on the receiving end of a missile.