Reply to Re: Some problem
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Wrong again.
sp(1) returns the value used by scripts, and needs the value as it appears in the editor. In this case 1 is the sp_editor_num.
sp_editor_num(sp(&crap)) = &crap;
sp(sp_editor_num(&crap)) = &crap;
consider &sprite a sprite put on the screen in the editor, then
&crap = sp_editor_num(&sprite);
say_stop("hey", &crap);
will probably result in another sprite than &sprite saying "hey"
&crap = sp(&sprite)
say_stop("hey", &crap);
will work.
Now say &sprite is placed with create_sprite() in the same script as the following lines:
&crap = sp_editor_num(&sprite);
say_stop("hey", &crap);
Will result in no text at all (or something equally buggy) as &sprite doesn't exist in the editor, so sp_editor_num() doesn't exist (so returns 0 or -1)
&crap = sp(&sprite);
say_stop("hey", &crap);
will make no sense, as sp() needs an editor number as input, and &sprite doesn't exist in the editor.
The correct way to do it with create_sprite() is:
say_stop("hey", &sprite);
Best is not to bother with sp() at all (sp_editor_num() is used for an advanced trick). Use &crap = create_sprite() or possibly the global variable thing (by adding a script whith &store = ¤t_sprite;, &store is a global, to the sprite) to interact with different sprites than Dink or ¤t_sprite.
sp(1) returns the value used by scripts, and needs the value as it appears in the editor. In this case 1 is the sp_editor_num.
sp_editor_num(sp(&crap)) = &crap;
sp(sp_editor_num(&crap)) = &crap;
consider &sprite a sprite put on the screen in the editor, then
&crap = sp_editor_num(&sprite);
say_stop("hey", &crap);
will probably result in another sprite than &sprite saying "hey"
&crap = sp(&sprite)
say_stop("hey", &crap);
will work.
Now say &sprite is placed with create_sprite() in the same script as the following lines:
&crap = sp_editor_num(&sprite);
say_stop("hey", &crap);
Will result in no text at all (or something equally buggy) as &sprite doesn't exist in the editor, so sp_editor_num() doesn't exist (so returns 0 or -1)
&crap = sp(&sprite);
say_stop("hey", &crap);
will make no sense, as sp() needs an editor number as input, and &sprite doesn't exist in the editor.
The correct way to do it with create_sprite() is:
say_stop("hey", &sprite);
Best is not to bother with sp() at all (sp_editor_num() is used for an advanced trick). Use &crap = create_sprite() or possibly the global variable thing (by adding a script whith &store = ¤t_sprite;, &store is a global, to the sprite) to interact with different sprites than Dink or ¤t_sprite.