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January 12th 2003, 12:36 PM
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trav666
Peasant He/Him
 
ok, its simple really, (if you need more help, go download bin's tutorial, its the best for begginners ), the move command is like this:

move_stop(&sprite#, direction#, x/y coordinate#, move_through_hardness#);

example:

move_stop(&current_sprite, 8, 200, 1);

the sprite is the current_sprite, the direction is 8 (he walks up, the numbers on the num pad specify the direction, 6 is left, 9 is upper-right, 2 is down, etc.) the y coordinate is 200 (thats the y coordinate he moves to, then he stops, no x coordinate is needed since he will stay on the exact same x coordinate when he walks), i think the 1 means that he can walk through hardess, and the last 2 synmbos ); close the command.

When they are moving both on the x and y coordinate, i think you specify the x coordinate when he walks.

When you want a character to move off screen, give an x/y value that is not on the screen-

example:

move_stop(&oldlady, 9, 500, 1);

sp_active(&oldlady, 0);

ok, the 500 means he has just moved off screen, the sp_active command means that the oldlady will no longer be used (im not sure why you need it, but do it anyway to save trouble).

ok, i forgot to mention something: when there is more than 1 sprite (not including dink (1)), there needs to be a name for that second sprite, so therefore you need to predetermine the name of the sprite when you walk into the room. To do this, you need to create the sprite, if you wanted the name to be &oldlady (there must be an & before the name of the sprite), you need to know the coordinates where they start, their frame/sequence, and their brain number. I dont know how much you know about frame/sequence/coordinates/brains, so ill explain it all. Ill give a few examples and you will catch on when i explain them

example 1:

int&oldlady = create_sprite(x, y, brain#, sequence/frame);

the int must be placed before the &oldlady in every situation. the name can be changed, so you can call him &money, or &srhshsfhsghsjhs or &kory, but the & must always be before the name. To find the x and y values, go into the editor and place your mouse on the spot where you want him to start at, then look at the bottom and find where the x and y coordinates of your mouse tip are specified at, hold the spacebar to make sure he doesnt start in any hard spots, or else he wont be able to move. Just give him a brain 6 if you want him to walk around like any other guy (after you specified his speed and his sequences). To find the sequence and the frame of the guy (what he looks like when he his created), go find the person you want to create, then find the first image of whatever you want him to start as, then look at the bottom and it will tell you the sequence, and the frame is the number down the lines, so if it was the second frame down the first column, it would be frame 2, it goes by 7's, so the first frame on the second column would be frame 8, etc. Then close the command.

Now we need to talk about his movement, to do this, we need to find his series of sequences, if his first sequence was 101, (lets just say his name was &current_sprite) do the command:

sp_base_walk(&current_sprite, 100);

somebody continue this long post, cuz im hungry