Reply to Re: simple stupid question.
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If he should dissapear when &story is above a certain #, then you could start your script like this:
void main ()
{
if(&story > 3)
{
sp_active(¤t_sprite,0);
}
ect...
or you could use the room script to set the vision one without that sprite.
or if he is there independant of variables, copy the die procedure used it the original scripts. eg;
void die( void )
{
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 6);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
external("emake","medium");
}
note* editor type 6 lets that sprite come back in 5 minutes, type 1 will kill it completely.
The external proc. puts a bit of treasure there (located by &save_x and &save_y), so you could delete those last 3 lines if you don't want treasure there.
void main ()
{
if(&story > 3)
{
sp_active(¤t_sprite,0);
}
ect...
or you could use the room script to set the vision one without that sprite.
or if he is there independant of variables, copy the die procedure used it the original scripts. eg;
void die( void )
{
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 6);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
external("emake","medium");
}
note* editor type 6 lets that sprite come back in 5 minutes, type 1 will kill it completely.
The external proc. puts a bit of treasure there (located by &save_x and &save_y), so you could delete those last 3 lines if you don't want treasure there.