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May 12th 2007, 01:00 AM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
Since I've messed with using curving projectiles, I am quite certain this is possible to script, though it will take some time and tweaking. I would suggest using a modular script on each individual axe, perhaps passing the starting variables for the initial sp_mx() and sp_my() movement using the new features found in v1.08.

The first thing you need to do is figure out how to make them fly around in a set circle around Dink. The only thing I can think of is that on each runthrough of their loop, you have to increment or "de-inciment" the sp_mx() or sp_my() value... and to do that, you need to check how far they've gone. After they have reached that point, you flip the incremental value by multiplying by -1.

I suppose a visualization of the speed you want to achieve would be (this would be clockwise movement):

......................X=max,y=0
...................../.........\
..................../...........\
..............x=0,y=min.......x=0,y=max
....................\.........../
.....................\........./
......................x=min,y=0


Whenever a value meets it's max or min, the value for incrementing its speed needs to be flipped by multiplying it by -1. The object should then begin slowing down its movement along that axis until it reaches a point of no movement (ie. &variable=0), then it will begin moving in the opposite direction.

Now, making them spiral away from their point of origin is simply a matter of simply creating a loop where the wait() value is slowly increased with each iteration of the loop. After a certain number of iterations, you, of course, would want to kill the script and the sprite.