: So allikitten finally got of her lazy butt and started making a dmod, and got stuck immediately.;( This is probably a stupid question, but I looked over the DinkC.txt file in the develop directory, and it explained that move_stop works like this:
: move_stop(int sprite, int direction, int destination, int nohard)
: I understand int sprite and int nohard, but how do you use int direction and int destination to move dink, let's say, left to coordinates 360 and 175 (assuming, of course, that your X coord is going to stay the same because you're moving in that direction, so technically just to Y coord 175)?
This is simple, example:
move_stop(1, 4, 100, 1);
1 = dink :)
4 = look at the numpad, 4 is, walk to the left
100 = the x, look at coords below;
1 = he can walk into walls and suchs ( no hardness)
COORDS:
example, dink is standing on, x 200, y 200
if direction is:
1, enter a X coord, example: 150
2, enter a Y coord, example: 150
3, enter a X coord, example: 150
4, enter a X coord, example: 150
5, doesnt work silly
6, enter a X coord, example: 150
7, enter a X coord, example: 150
8, enter a Y coord, example: 150
9, enter a X coord, example: 150
Mmm, directions 1, 3, 7, 9:
You dont need to enter a Y coord, why?
If you enter walk to 150, dink knows that
he should walk, 1 left, 1 up, 1 left, 1 up
or 1 right, 1 down, 1 right, 1 down
etc. etc.
: : So allikitten finally got of her lazy butt and started making a dmod, and got stuck immediately.;( This is probably a stupid question, but I looked over the DinkC.txt file in the develop directory, and it explained that move_stop works like this:
: : move_stop(int sprite, int direction, int destination, int nohard)
: : I understand int sprite and int nohard, but how do you use int direction and int destination to move dink, let's say, left to coordinates 360 and 175 (assuming, of course, that your X coord is going to stay the same because you're moving in that direction, so technically just to Y coord 175)?
: This is simple, example:
: move_stop(1, 4, 100, 1);
: 1 = dink :)
: 4 = look at the numpad, 4 is, walk to the left
: 100 = the x, look at coords below;
: 1 = he can walk into walls and suchs ( no hardness)
: COORDS:
: example, dink is standing on, x 200, y 200
: if direction is:
: 1, enter a X coord, example: 150
: 2, enter a Y coord, example: 150
: 3, enter a X coord, example: 150
: 4, enter a X coord, example: 150
: 5, doesnt work silly
: 6, enter a X coord, example: 150
: 7, enter a X coord, example: 150
: 8, enter a Y coord, example: 150
: 9, enter a X coord, example: 150
: Mmm, directions 1, 3, 7, 9:
: You dont need to enter a Y coord, why?
: If you enter walk to 150, dink knows that
: he should walk, 1 left, 1 up, 1 left, 1 up
: or 1 right, 1 down, 1 right, 1 down
: etc. etc.
Thank you!!! :) It's a lot simpler than i thought... silly me. ;)
: : : So allikitten finally got of her lazy butt and started making a dmod, and got stuck immediately.;( This is probably a stupid question, but I looked over the DinkC.txt file in the develop directory, and it explained that move_stop works like this:
: : : move_stop(int sprite, int direction, int destination, int nohard)
: : : I understand int sprite and int nohard, but how do you use int direction and int destination to move dink, let's say, left to coordinates 360 and 175 (assuming, of course, that your X coord is going to stay the same because you're moving in that direction, so technically just to Y coord 175)?
: : This is simple, example:
: : move_stop(1, 4, 100, 1);
: : 1 = dink :)
: : 4 = look at the numpad, 4 is, walk to the left
: : 100 = the x, look at coords below;
: : 1 = he can walk into walls and suchs ( no hardness)
: : COORDS:
: : example, dink is standing on, x 200, y 200
: : if direction is:
: : 1, enter a X coord, example: 150
: : 2, enter a Y coord, example: 150
: : 3, enter a X coord, example: 150
: : 4, enter a X coord, example: 150
: : 5, doesnt work silly
: : 6, enter a X coord, example: 150
: : 7, enter a X coord, example: 150
: : 8, enter a Y coord, example: 150
: : 9, enter a X coord, example: 150
: : Mmm, directions 1, 3, 7, 9:
: : You dont need to enter a Y coord, why?
: : If you enter walk to 150, dink knows that
: : he should walk, 1 left, 1 up, 1 left, 1 up
: : or 1 right, 1 down, 1 right, 1 down
: : etc. etc.
: Thank you!!! :) It's a lot simpler than i thought... silly me. ;)
omg SIMPLE?? Strikes *Make a Dink Dmod* off my to do list :P >^..^<