: : I have made the graphics (8 frames) for another dink animation, like walk, idel, etc.
: : I want it to be run by a command, like a key press, or otherwise.
: : What scripting is required for such a thing. I really need help. I can't script
: first, look at a tutorial covering graphics. It will say something like; put the new graphics sequence in a folder in your dmods graphics folder. Each frame must be named like name-01, name-02 ect... Then change your dmods "dink.ini" file. Look at how each seq. is loaded and add your new seq with the next seq. #( 849 ??)
: EG:load_sequence graphics\torch\tor- 870 75
: thats the graphics folder,sprite folder,sprite name(without the 01,02,ect), then the assigned seq. #,(870). The "75" is a delay between animation frames. Put "NOTANIM" for unanimated things like trees.
: . Open the editor. (I suggest windinkedit v. 8.0 )Your new seq. should appear after those spikes or whatever is last.
: Now you can place it with the editor, use a brain 6 command to repeat the animation or whatever. If you need it to walk like with brain 9,10, or 16, then the seq. # should probably be a multiple of 10, like 850, or 860. Thats it you have done all the graphics to walk in 4 directions. (1,3,7,and 9 on the # pad.)
: Learning how to script this into play gets pretty involved. read a tutorial and we'll be here to help. ;)
Oh, after it's in, to make dink look like that, try a command like
sp_base_walk(1,850);
sp_base_idle(1,850);
or somthin'