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my ducky can punch.(bad ducky)
In the d-mod I'm working on Dink starts as a duck. I used the fountain script from mys. island as an example of how to make the change and it seems o.k. until I punch , them dink uses the human sprites and punches. I might disable the Ctrl key but how was it dome in mys. isl.?..........thanks
Re: my ducky can punch.(bad ducky)
: In the d-mod I'm working on Dink starts as a duck. I used the fountain script from mys. island as an example of how to make the change and it seems o.k. until I punch , them dink uses the human sprites and punches. I might disable the Ctrl key but how was it dome in mys. isl.?..........thanks



Lets say we have a global variable, called &duck .  If &duck is 0, Dink is Dink.  If &duck is 1, Dink is a duck.



So, start off with &duck = 1.  Then edit the use part of item-fst, adding this right at the very top:
if (&duck == 1)

{

 playsound(1, 10000,10000,1,0);

return;

}
Re: my ducky can punch.(bad ducky)
: : In the d-mod I'm working on Dink starts as a duck. I used the fountain script from mys. island as an example of how to make the change and it seems o.k. until I punch , them dink uses the human sprites and punches. I might disable the Ctrl key but how was it dome in mys. isl.?..........thanks



: Lets say we have a global variable, called &duck . If &duck is 0, Dink is Dink. If &duck is 1, Dink is a duck.



: So, start off with &duck = 1. Then edit the use part of item-fst, adding this right at the very top:
if (&duck == 1)



: {



:  playsound(1, 10000,10000,1,0);



:  return;



: }




  Thanks I'll try that but i'm curious how adding that will stop the punch seq.
Re: my ducky can punch.(bad ducky)
: : : In the d-mod I'm working on Dink starts as a duck. I used the fountain script from mys. island as an example of how to make the change and it seems o.k. until I punch , them dink uses the human sprites and punches. I might disable the Ctrl key but how was it dome in mys. isl.?..........thanks



: : Lets say we have a global variable, called &duck . If &duck is 0, Dink is Dink. If &duck is 1, Dink is a duck.



: : So, start off with &duck = 1. Then edit the use part of item-fst, adding this right at the very top:
if (&duck == 1)



: : {



: : playsound(1, 10000,10000,1,0);



: : return;



: : }




:   Thanks I'll try that but i'm curious how adding that will stop the punch seq.

never mind, I see return bypassing the fist.