Reply to Re: Story scripts suck
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I didn't even experience the bug with the script myself, but since it only checks for the script of a &missile_source sprite, it doesn't check if it actually was thát sprite who hit it.
A better way is to set "sp_gold(¤t_sprite, 23);" to all things you want bombable, and add a proc called "void bomb( void )". Then, in the script of the bomb, do a check for "sp_gold(&missile_target, -1)" and see if it's 23. Then run_script_by_number() (after finding out the number) and specify the bomb proc. Easy, right
EDIT: enemy_sprite() doesn't return the bomb sprite. I've tried with a fireball and it was Dink saying it. I guess it returns sp_brain_parm() of the missile or something.
EDIT2: sounds stupid, that it doesn't work for a bomb because I tested it with a fireball, but those are technically both missiles, so I figure they'd respond the same.
A better way is to set "sp_gold(¤t_sprite, 23);" to all things you want bombable, and add a proc called "void bomb( void )". Then, in the script of the bomb, do a check for "sp_gold(&missile_target, -1)" and see if it's 23. Then run_script_by_number() (after finding out the number) and specify the bomb proc. Easy, right

EDIT: enemy_sprite() doesn't return the bomb sprite. I've tried with a fireball and it was Dink saying it. I guess it returns sp_brain_parm() of the missile or something.
EDIT2: sounds stupid, that it doesn't work for a bomb because I tested it with a fireball, but those are technically both missiles, so I figure they'd respond the same.