📧 Message Board Archive

Scripting question about brains
I've read that, when creating a human sprite, you should give 'm a brain (9, 10 or 16), but I've got some scripts which are running fine even though the brain is 0. Like this:



int &ex = create_sprite(442, 191, 0, 253, 1);

sp_base_walk(&ex, 250);

sp_speed(&ex, 1);



And those are sprites with move_stop(); and sp_dir(); in the script.

So what exactly is the use of the brain number?
Re: Scripting question about brains
: I've read that, when creating a human sprite, you should give 'm a brain (9, 10 or 16), but I've got some scripts which are running fine even though the brain is 0. Like this:

: int &ex = create_sprite(442, 191, 0, 253, 1);

: sp_base_walk(&ex, 250);

: sp_speed(&ex, 1);

: And those are sprites with move_stop(); and sp_dir(); in the script.

: So what exactly is the use of the brain number?



If you don't want a sprite to move without being to told (a move or move_stop command) then you needn't give it a brian. Brain 16 is for people you wand to kind of mill about without instruction. You wouldn't use this for a clerk who stands in one place, but it'd good for a girl playing in the park, a waiter at a resturant and people like that.
Re: Scripting question about brains
: : I've read that, when creating a human sprite, you should give 'm a brain (9, 10 or 16), but I've got some scripts which are running fine even though the brain is 0. Like this:

: : int &ex = create_sprite(442, 191, 0, 253, 1);

: : sp_base_walk(&ex, 250);

: : sp_speed(&ex, 1);

: : And those are sprites with move_stop(); and sp_dir(); in the script.

: : So what exactly is the use of the brain number?

: If you don't want a sprite to move without being to told (a move or move_stop command) then you needn't give it a brian. Brain 16 is for people you wand to kind of mill about without instruction. You wouldn't use this for a clerk who stands in one place, but it'd good for a girl playing in the park, a waiter at a resturant and people like that.



Thank you very much, Paul! :) :)