Reply to Re: Lame screen lock
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There are two simple ways to do what you want to do:
1) When you screenlock, create two slightly bigger sprites with hardness so they effectively block the warp exits. You may want to create a loop in your screenlock script to check every 100 ms or so to un-screenlock, so you can easily delete these sprites without having to deal with global variables or whatnot.
2) Make sure there is enough hardness 'behind' the warp sprites so Dink cannot walk out, and take off their hardness when screenlocking, and make them hard when un-screenlocking. Sprites are only warp-able when they have hardness. You would have to get their editor numbers to do this, attach dummy scripts to them one at a time with something like:
int &temp = sp_editor_num(¤t_sprite);
say("&temp",1);
1) When you screenlock, create two slightly bigger sprites with hardness so they effectively block the warp exits. You may want to create a loop in your screenlock script to check every 100 ms or so to un-screenlock, so you can easily delete these sprites without having to deal with global variables or whatnot.
2) Make sure there is enough hardness 'behind' the warp sprites so Dink cannot walk out, and take off their hardness when screenlocking, and make them hard when un-screenlocking. Sprites are only warp-able when they have hardness. You would have to get their editor numbers to do this, attach dummy scripts to them one at a time with something like:
int &temp = sp_editor_num(¤t_sprite);
say("&temp",1);