Reply to Re: Some problem
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int &rock1 = sp(1);
sprite 1 is always dink;
Usually, the sprite number you see in the editor is not the real one, because dink is not there. Probably, if you see 1 in the editor, your sprite will be 2.
I don't know if it's the best ideea, but you could attach a script to every rock, with this:
void main(void)
{
sp_brain(¤t_sprite, 91);
}
the secon rock would have:
void main(void)
{
sp_brain(¤t_sprite, 92);
}
Then, in your main script
&rock1 = get_sprite_with_this_brain(91, ¤t_sprite);
&rock2 = get_sprite_with_this_brain(92, ¤t_sprite);
sprite 1 is always dink;
Usually, the sprite number you see in the editor is not the real one, because dink is not there. Probably, if you see 1 in the editor, your sprite will be 2.
I don't know if it's the best ideea, but you could attach a script to every rock, with this:
void main(void)
{
sp_brain(¤t_sprite, 91);
}
the secon rock would have:
void main(void)
{
sp_brain(¤t_sprite, 92);
}
Then, in your main script
&rock1 = get_sprite_with_this_brain(91, ¤t_sprite);
&rock2 = get_sprite_with_this_brain(92, ¤t_sprite);