Reply to Re: reDink v0.03 - Suggestions
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* sp_blood(int sprite, int seq, int num); //Changes the blood sequences for the specified sprite. seq is the starting sequence, num is the number of sequences to randomly choose from (i.e. sp_blood(1,187,3); would choose randomly amoung the three default blood sequences)
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.
You could use something like sp_gold and then have the missile script itself decide whether or not to hurt a sprite depending on the value of sp_gold(&enemy_sprite,-1);
But that doesn't work for weapons... hrm. I'll look into it.
var_used() should be really easy, let's see...
Edit: var_used() implemented.
* sp_blood(int sprite, int seq, int num); //Changes the blood sequences for the specified sprite. seq is the starting sequence, num is the number of sequences to randomly choose from (i.e. sp_blood(1,187,3); would choose randomly amoung the three default blood sequences)
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.
You could use something like sp_gold and then have the missile script itself decide whether or not to hurt a sprite depending on the value of sp_gold(&enemy_sprite,-1);
But that doesn't work for weapons... hrm. I'll look into it.
var_used() should be really easy, let's see...
Edit: var_used() implemented.