Reply to Re: Attacking sprites
If you don't have an account, just leave the password field blank.
Hrm... you could make a seperate set of sequences for Dink's spike (as opposed to the regular enemy spike). Or if there isn't going to be an enemy spike in your D-Mod, you can do it with just one. Then you wouldn't need to specify an attack sequence; it would just do it automatically.
Anyway, lets say the spike has its sequences in the 880's (so 881 is going lower-left, and so on).
Then add 2 lines like this for each sequence in the dink.ini:
set_frame_special 881 4 1
set_frame_special 881 8 1
Tada, it will now 'hit' any sprite whenever its frame is 4 or 8... if it hits too much, just choose one frame.
Unfortunatly, there isn't much you can do so Dink won't be attacked... though you could try this:
sp_brain_parm(&current_sprite, 1);
but I think it only works for missile brains, not enemies.
Good luck!
Anyway, lets say the spike has its sequences in the 880's (so 881 is going lower-left, and so on).
Then add 2 lines like this for each sequence in the dink.ini:
set_frame_special 881 4 1
set_frame_special 881 8 1
Tada, it will now 'hit' any sprite whenever its frame is 4 or 8... if it hits too much, just choose one frame.
Unfortunatly, there isn't much you can do so Dink won't be attacked... though you could try this:
sp_brain_parm(&current_sprite, 1);
but I think it only works for missile brains, not enemies.
Good luck!