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Reply to Re: reDink v0.03 - Suggestions

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February 8th 2004, 06:24 PM
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SimonK
Peasant He/Him Australia
 
Having a new addition to the enemy_sprite and current_sprite globals such as friend_sprite in which if Dink attacks this sprite no damage is done (ie the attack is ignored)

I don't see how this would work, exactly. How do you set which sprites to be friends? Whatever a missile hits is considered the 'enemy_sprite'.

I guess what I'm after is some function that adds to the sp_follow() in which you can tell the engine that the follower is a good guy and not to be hurt by Dink, as for missile sprites, to do that would just need a sp_brain_parm3 - since parm and parm2 are usually used to protect Dink and the shadow.

Or if there was a sp_friendly1() ... sp_friendly2()... etc functions for missiles then you can set the missile not to hurt sprites.

Just that if you have a bunch of followers for Dink (sort of like what I had at the end of PQ) then when you're in the middle of a fight, the friendlies aren't hit by Dink's weapon (maybe magic is too hard to make safe as well, but making the Dink weapon safe for close quarters fighting is what I had in mind.)

The brains are really a hodge-podge of indecipherable code, and I really wouldn't want to try to wreck it.

Darn it and dang shame, I was hoping for something like the sp_blood() sp_headless(), sp_head()... oh well - even if you just do sp_blood and var_used() I'd try to see that you have as many bananas as you can eat