: My sprites won't move...I think it's because of basewalk, that's what christiaan said anyway, but I don't know what kind of basewalks I need to use for various npc's. how can I find out?
Things will move without a basewalk (though they won't animate). As for finding it... if the sprite numbers for the NPC are like 371, 373, 377, and/or 379, then the base walk is 370.
Make sure they have speed (i.e. sp_speed(¤t_sprite,1); )
: My sprites won't move...I think it's because of basewalk, that's what christiaan said anyway, but I don't know what kind of basewalks I need to use for various npc's. how can I find out?
If you do your sprites in dinkedit, you'll just have to pick the sprite and then change it's brain to 9, 10, or 16, it will automatically make it's basewalk go right way. (before adding the sprite, always click on a tree or something, so that the last persons basewalk etc don't get to the new ones)
if you script the persons, the correct basewalk is the one that ends with a zero but is otherwise same as your sprite's graphic.
Example:
A man in a blue coat, seq 371, looking down left -> basewalk is 370.
Also remember to check it so that hardness is set to 1. ( sp_hard(¤t_sprite, 1); )
: : My sprites won't move...I think it's because of basewalk, that's what christiaan said anyway, but I don't know what kind of basewalks I need to use for various npc's. how can I find out?
: If you do your sprites in dinkedit, you'll just have to pick the sprite and then change it's brain to 9, 10, or 16, it will automatically make it's basewalk go right way. (before adding the sprite, always click on a tree or something, so that the last persons basewalk etc don't get to the new ones)
: if you script the persons, the correct basewalk is the one that ends with a zero but is otherwise same as your sprite's graphic.
: Example:
: A man in a blue coat, seq 371, looking down left -> basewalk is 370.
: Also remember to check it so that hardness is set to 1. ( sp_hard(¤t_sprite, 1); )
big time thanks.