Reply to Re: Need help, DinkC
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You did make two seperate scripts haven't you? The name of the second script has to be boss1. So the name of the first (trigger) script cannot have the same name.
What you probably did is having a script called boss1 with the information from Scratcher's "trigger script". (What you did with the rest of the information is a unclear to me...) Now you get an eternally looping script, wich obviously results in a crash.
If this is the case do this: Change sp_script(&boss1, "boss1"); into sp_script(&boss1,"bossy"); Then make a new script called bossy. Put this information into it:
void main()
{
Wait(200);
say_stop("Hello there! Are you a wizard?",1);
Wait(500);
say_stop("`3Yes, and get out of my cave!",¤t_sprite);
Wait(500);
say_stop("Eeh... Wait, could you learn me fireball magic?",1);
Wait(500);
say_stop("`3Annoying human, I'll teach you the magic the day I'm dead, haha!",¤t_sprite);
Wait(1000);
say_stop("Well, thats TODAY!",1);
Wait(500);
screenlock(1);
unfreeze(1);
unfreeze(¤t_sprite);
//Boss 1 music.
playmidi("Boss1.mid");
sp_brain(¤t_sprite, 9);
sp_exp(¤t_sprite, 200);
sp_touch_damage(¤t_sprite, 1);
sp_hitpoints(¤t_sprite, 150);
preload_seq(581);
preload_seq(583);
preload_seq(587);
preload_seq(589);
if (random(2,1) == 1)
{
sp_target(¤t_sprite, 1);
}
}
void hit( void )
{
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
if (random(3,1) == 1)
{
say("`3You'll never find ME, haha!", &boss1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
freeze(¤t_sprite1);
wait(200);
int &newdubble = create_sprite(&save_x, &save_y, 0, 420, 1);
sp_script(&newdubble, "dubble");
wait(200);
unfreeze(¤t_sprite);
}
}
This is almost the same as Scratcher said, so I hope I'm being clear enough now.
What you probably did is having a script called boss1 with the information from Scratcher's "trigger script". (What you did with the rest of the information is a unclear to me...) Now you get an eternally looping script, wich obviously results in a crash.
If this is the case do this: Change sp_script(&boss1, "boss1"); into sp_script(&boss1,"bossy"); Then make a new script called bossy. Put this information into it:
void main()
{
Wait(200);
say_stop("Hello there! Are you a wizard?",1);
Wait(500);
say_stop("`3Yes, and get out of my cave!",¤t_sprite);
Wait(500);
say_stop("Eeh... Wait, could you learn me fireball magic?",1);
Wait(500);
say_stop("`3Annoying human, I'll teach you the magic the day I'm dead, haha!",¤t_sprite);
Wait(1000);
say_stop("Well, thats TODAY!",1);
Wait(500);
screenlock(1);
unfreeze(1);
unfreeze(¤t_sprite);
//Boss 1 music.
playmidi("Boss1.mid");
sp_brain(¤t_sprite, 9);
sp_exp(¤t_sprite, 200);
sp_touch_damage(¤t_sprite, 1);
sp_hitpoints(¤t_sprite, 150);
preload_seq(581);
preload_seq(583);
preload_seq(587);
preload_seq(589);
if (random(2,1) == 1)
{
sp_target(¤t_sprite, 1);
}
}
void hit( void )
{
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
if (random(3,1) == 1)
{
say("`3You'll never find ME, haha!", &boss1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
freeze(¤t_sprite1);
wait(200);
int &newdubble = create_sprite(&save_x, &save_y, 0, 420, 1);
sp_script(&newdubble, "dubble");
wait(200);
unfreeze(¤t_sprite);
}
}
This is almost the same as Scratcher said, so I hope I'm being clear enough now.
