📧 Message Board Archive

dmod authoring help
I'm having a problem with the timing of two sprites having a conversation. is there a special way for them to talk that I don't know about? like say_stop_npc or whatever.
Re: dmod authoring help
: I'm having a problem with the timing of two sprites having a conversation. is there a special way for them to talk that I don't know about? like say_stop_npc or whatever.



It depends... is Dink in on the conversation as well, or is it two people talking while Dink walks around and such?
Re: dmod authoring help
: : I'm having a problem with the timing of two sprites having a conversation. is there a special way for them to talk that I don't know about? like say_stop_npc or whatever.



: It depends... is Dink in on the conversation as well, or is it two people talking while Dink walks around and such?



it's while dink walks around



Re: dmod authoring help
: : : I'm having a problem with the timing of two sprites having a conversation. is there a special way for them to talk that I don't know about? like say_stop_npc or whatever.



: : It depends... is Dink in on the conversation as well, or is it two people talking while Dink walks around and such?



: it's while dink walks around



You've probebly got 2 scripts running, one on each person, right?



Well, run them both from one script.  Just do this:



int &dude1 = sp(##);

int &dude2 = sp(##);



say("BLEH", &dude1);

wait(3500);

say("BLAH", &dude2);

wait(3500);



and so on.



You can use different wait times if you want, make them move, anything.



Re: dmod authoring help
: : : : I'm having a problem with the timing of two sprites having a conversation. is there a special way for them to talk that I don't know about? like say_stop_npc or whatever.



: : : It depends... is Dink in on the conversation as well, or is it two people talking while Dink walks around and such?



: : it's while dink walks around



: You've probebly got 2 scripts running, one on each person, right?



: Well, run them both from one script. Just do this:



: int &dude1 = sp(##);



: int &dude2 = sp(##);



: say("BLEH", &dude1);



: wait(3500);



: say("BLAH", &dude2);



: wait(3500);



: and so on.



: You can use different wait times if you want, make them move, anything.



how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?

Re: dmod authoring help


: how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?



In Dinkedit, if you press I while in sprite edit mode a bunch of info pertaining to every sprite on the screen will pop up; the first number is the sprite #, it also shows you what(if any) scripts are attached and I think it shows the type?  or maybe its the harness?  I don't know, but the first # is definetly the sp#



Re: dmod authoring help
: : how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?



: In Dinkedit, if you press I while in sprite edit mode a bunch of info pertaining to every sprite on the screen will pop up; the first number is the sprite #, it also shows you what(if any) scripts are attached and I think it shows the type? or maybe its the harness? I don't know, but the first # is definetly the sp#



Or just "pick up" and release the sprite in question with the arrow. The bottom of the srceen will show "Last sprite touched". Note that this method is not compatable with WinDinkedit, which re-assigns those numbers on each save.

Re: dmod authoring help
: : : how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?



: : In Dinkedit, if you press I while in sprite edit mode a bunch of info pertaining to every sprite on the screen will pop up; the first number is the sprite #, it also shows you what(if any) scripts are attached and I think it shows the type? or maybe its the harness? I don't know, but the first # is definetly the sp#



: Or just "pick up" and release the sprite in question with the arrow. The bottom of the srceen will show "Last sprite touched". Note that this method is not compatable with WinDinkedit, which re-assigns those numbers on each save.



What is the technique used with windinkedit?

Re: dmod authoring help
: What is the technique used with windinkedit?



There isn't one. That's why I don't use WinDinkedit.



You can still accomplish the same thing by storing sprite numbers in globals or creating the sprites dynamically, but I prefer to stick with DinkEdit the editor numbers.
Re: dmod authoring help
: : : : how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?



Just make it in the sprite's script:



void main(void)

{

&sp1 = &current_sprite;

}



Then if &sp1 is a global, any other sprite may use it in such dialog:



say_stop_npc("Bla-bla",&current_sprite);

say_stop_npc("yes, bla-bla",&sp1);





Re: dmod authoring help
: : : : : how do I know the sp(##)? like 01 02? or is does it have to do with the graphic?



: Just make it in the sprite's script:



: void main(void)



: {



: &sp1 = &current_sprite;



: }



: Then if &sp1 is a global, any other sprite may use it in such dialog:



: say_stop_npc("Bla-bla",&current_sprite);



: say_stop_npc("yes, bla-bla",&sp1);



thanks to tyrsis, dan and everyone else who helped me