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I'm trying to blow up some rocks in this script but it doesn't work. Can someone tell me what I'm doing wrong.
void main (void)
if (&story == 4)
{
freeze(1);
int &rock1 = sp(1);
int &rock2 = sp(2);
int &rock3 = sp(3);
int &rock4 = sp(4);
int &rock5 = sp(5);
int &rock6 = sp(6);
int &rock7 = sp(7);
int &rock8 = sp(8);
int &rock9 = sp(9);
int &rock10 = sp(10);
int &newsprite = create_sprite(300, 100, 0, 373, 1);
sp_seq(&newsprite, 373);
sp_speed(&newsprite, 2);
sp_timing(&newsprite, 0);
sp_base_walk(&newsprite, 390);
say_stop("`0OK the explosives are set.", &newsprite);
wait(200)
say_stop("`0Take cover!", &newsprite);
wait(200)
move_stop(&newsprite, 8, 50, 1);
wait(200)
move_stop(1, 8, 100, 1);
wait(200)
int &bomb = create_sprite(425, 175, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
int &bomb = create_sprite(425, 250, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
int &bomb = create_sprite(500, 200, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
sp_hard(&rock1, 1);
draw_hard_map(&rock1);
int &hold = sp_editor_num(&rock1);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock1, 0);
sp_hard(&rock2, 1);
draw_hard_map(&rock2);
int &hold = sp_editor_num(&rock2);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock2, 0);
sp_hard(&rock3, 1);
draw_hard_map(&rock3);
int &hold = sp_editor_num(&rock3);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock3, 0);
sp_hard(&rock4, 1);
draw_hard_map(&rock4);
int &hold = sp_editor_num(&rock4);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock4, 0);
sp_hard(&rock5, 1);
draw_hard_map(&rock5);
int &hold = sp_editor_num(&rock5);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock5, 0);
sp_hard(&rock6, 1);
draw_hard_map(&rock6);
int &hold = sp_editor_num(&rock6);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock6, 0);
sp_hard(&rock7, 1);
draw_hard_map(&rock7);
int &hold = sp_editor_num(&rock7);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock7, 0);
sp_hard(&rock8, 1);
draw_hard_map(&rock8);
int &hold = sp_editor_num(&rock8);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock8, 0);
sp_hard(&rock9, 1);
draw_hard_map(&rock9);
int &hold = sp_editor_num(&rock9);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock9, 0);
sp_hard(&rock10, 1);
draw_hard_map(&rock10);
int &hold = sp_editor_num(&rock10);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock10, 0);
wait(500)
say_stop("`0You can go now if you want.", &newsprite);
wait(200)
say_stop("`0I'm going back home now.", &newsprite);
wait(200)
say_stop("`0By the way, you can keep the knife you need it more than I do.", &newsprite);
wait(300)
say_stop("`0Bye.", &newsprite);
wait(200)
say_stop("Bye.",1);
wait(200)
move_stop(&newsprite, 8, -50, 1);
wait(300)
&story = 5
unfreeze(1);
void main (void)
if (&story == 4)
{
freeze(1);
int &rock1 = sp(1);
int &rock2 = sp(2);
int &rock3 = sp(3);
int &rock4 = sp(4);
int &rock5 = sp(5);
int &rock6 = sp(6);
int &rock7 = sp(7);
int &rock8 = sp(8);
int &rock9 = sp(9);
int &rock10 = sp(10);
int &newsprite = create_sprite(300, 100, 0, 373, 1);
sp_seq(&newsprite, 373);
sp_speed(&newsprite, 2);
sp_timing(&newsprite, 0);
sp_base_walk(&newsprite, 390);
say_stop("`0OK the explosives are set.", &newsprite);
wait(200)
say_stop("`0Take cover!", &newsprite);
wait(200)
move_stop(&newsprite, 8, 50, 1);
wait(200)
move_stop(1, 8, 100, 1);
wait(200)
int &bomb = create_sprite(425, 175, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
int &bomb = create_sprite(425, 250, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
int &bomb = create_sprite(500, 200, 7,161,1);
sp_seq(&bomb, 161);
playsound(6, 22050, 0,0,0);
sp_hard(&rock1, 1);
draw_hard_map(&rock1);
int &hold = sp_editor_num(&rock1);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock1, 0);
sp_hard(&rock2, 1);
draw_hard_map(&rock2);
int &hold = sp_editor_num(&rock2);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock2, 0);
sp_hard(&rock3, 1);
draw_hard_map(&rock3);
int &hold = sp_editor_num(&rock3);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock3, 0);
sp_hard(&rock4, 1);
draw_hard_map(&rock4);
int &hold = sp_editor_num(&rock4);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock4, 0);
sp_hard(&rock5, 1);
draw_hard_map(&rock5);
int &hold = sp_editor_num(&rock5);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock5, 0);
sp_hard(&rock6, 1);
draw_hard_map(&rock6);
int &hold = sp_editor_num(&rock6);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock6, 0);
sp_hard(&rock7, 1);
draw_hard_map(&rock7);
int &hold = sp_editor_num(&rock7);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock7, 0);
sp_hard(&rock8, 1);
draw_hard_map(&rock8);
int &hold = sp_editor_num(&rock8);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock8, 0);
sp_hard(&rock9, 1);
draw_hard_map(&rock9);
int &hold = sp_editor_num(&rock9);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock9, 0);
sp_hard(&rock10, 1);
draw_hard_map(&rock10);
int &hold = sp_editor_num(&rock10);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 1);
}
sp_active(&rock10, 0);
wait(500)
say_stop("`0You can go now if you want.", &newsprite);
wait(200)
say_stop("`0I'm going back home now.", &newsprite);
wait(200)
say_stop("`0By the way, you can keep the knife you need it more than I do.", &newsprite);
wait(300)
say_stop("`0Bye.", &newsprite);
wait(200)
say_stop("Bye.",1);
wait(200)
move_stop(&newsprite, 8, -50, 1);
wait(300)
&story = 5
unfreeze(1);