Reply to Re: move_stop("blah,blah,blah", ¤t_sprite)
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The 'dink c reference' v. 1.3 is the best source of all that info. But here is a start;
move_stop(Sprite#,Direction#,Stop at x or y, Hard0 ornot 1);
The sprite # can be a variable such as ¤t_sprite or the real # like 1 (Dink himself). The direction as per number pad, eg;9 is up and right.
Directions 8 and 2 will stop at the y axis. All other directions look for the X axis.
If the hard is set to 0 the sprite will stop when it bumps into any object with hardness. Be carfull, that can cause a lockup.
So,
freeze(¤t_sprite); // good to freeze him.
move_stop(¤t_sprite,6,300,1);
unfreeze(¤t_sprite);//remember to unfreeze him.
// now the sprite this script is attached to will freeze, walk to the right (even through objects) until he is halfway to the right, unfreeze, then the script will continue.('_stop' stops the script until the cordinate '300' is met) If the sprite is already on the right it won't seem to do anything.
move_stop(Sprite#,Direction#,Stop at x or y, Hard0 ornot 1);
The sprite # can be a variable such as ¤t_sprite or the real # like 1 (Dink himself). The direction as per number pad, eg;9 is up and right.
Directions 8 and 2 will stop at the y axis. All other directions look for the X axis.
If the hard is set to 0 the sprite will stop when it bumps into any object with hardness. Be carfull, that can cause a lockup.
So,
freeze(¤t_sprite); // good to freeze him.
move_stop(¤t_sprite,6,300,1);
unfreeze(¤t_sprite);//remember to unfreeze him.
// now the sprite this script is attached to will freeze, walk to the right (even through objects) until he is halfway to the right, unfreeze, then the script will continue.('_stop' stops the script until the cordinate '300' is met) If the sprite is already on the right it won't seem to do anything.