Reply to Re: End of Kingdom 1.0
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Do you have the source for the original game? Its quite handy...
Anyhow, if trees wont burn, they might be the wrong type. Looking at DAM-FIRE.c, which is the script for fireballs, a tree must be sequence 32 frame 1 to burn. There is an unburnable pine tree you have to look out for (frame 2 or something). Oh yeah, the "burning tree" sequence is 20 I think. And 20 isn't equal to 32. So don't just use the first frame of the burning sequence for you burnable trees. It won't work.
Anyhow, when a fireball hits a tree, it runs the tree's die() procedure. I don't have an example on me, but basically, you script the tree, and have it make a warp (I think) in void die( void ). If you want it to just die when burned, don't put in a die() proc. That oughta work. Now, me personally, I prefer burning trees to talking to them. So you might want to let the tree grow back after being burned if talking to it is important to the quest...
Anyhow, if trees wont burn, they might be the wrong type. Looking at DAM-FIRE.c, which is the script for fireballs, a tree must be sequence 32 frame 1 to burn. There is an unburnable pine tree you have to look out for (frame 2 or something). Oh yeah, the "burning tree" sequence is 20 I think. And 20 isn't equal to 32. So don't just use the first frame of the burning sequence for you burnable trees. It won't work.
Anyhow, when a fireball hits a tree, it runs the tree's die() procedure. I don't have an example on me, but basically, you script the tree, and have it make a warp (I think) in void die( void ). If you want it to just die when burned, don't put in a die() proc. That oughta work. Now, me personally, I prefer burning trees to talking to them. So you might want to let the tree grow back after being burned if talking to it is important to the quest...