The Dink Network

other characters

May 18th 2003, 11:50 AM
spike.gif
Hi. I'm trying for the first time to have Dink changed into another figure. I thought this could be accomplished by arming an item, but it doesn't work.

this is what I had in the script:

void arm(void)
{
sp_attack_hit_sound(1, 10);
sp_attack_hit_sound_speed(1, 8000);
init("load_sequence graphics\people\knight\red\c5-w1- 271 100 67 86 -21 -12 21 12");
init("load_sequence graphics\people\knight\red\c5-w3- 273 100 58 84 -27 -11 27 11");
//load_sequence graphics\people\knight\red\death- 275 100 54 11 -51 -4 27 39
init("load_sequence graphics\people\knight\red\c5-w7- 277 100 70 86 -22 -12 22 12");
init("load_sequence graphics\people\knight\red\c5-w9- 279 100 66 85 -24 -12 24 12");
init("load_sequence graphics\people\knight\red\attack\c05a2- 712 75 92 98 -16 -12 16 16");
init("load_sequence graphics\people\knight\red\attack\c05a4- 714 75 94 98 -17 -10 13 15");
init("load_sequence graphics\people\knight\red\attack\c05a6- 716 75 87 96 -12 -11 23 16");
init("load_sequence graphics\people\knight\red\attack\c05a8- 718 75 92 97 -20 -9 18 19");
int &basehit;
}

Can somebody help me? Thanks much.
May 18th 2003, 12:16 PM
pq_skull.gif
Check out the Alternative Heros file by SabreTrout
May 18th 2003, 12:19 PM
spike.gif
Ah thanks, will do.
Might have solved part of the problem by adding a
sp_base_walk(1, 270);
but this file will probably help me more.
May 19th 2003, 02:28 AM
spike.gif
I've looked at sabretoots alto hero file, but it only describes how to use a different character right from the start.
So far, I've managed to change dink into a different character when he walks, but the idle and the attack graphics remain dink, as well as the 2,4,6 and 8 directions.

Any ideas?

void arm(void)
{
if (sp_dir(1, -1) == 2)
sp_dir(1, 3);
if (sp_dir(1, -1) == 6)
sp_dir(1, 9);
if (sp_dir(1, -1) == 8)
sp_dir(1, 7);
if (sp_dir(1, -1) == 4)
sp_dir(1, 1);

sp_brain(1, 1);
sp_speed(1, 1);
sp_distance(1, 50);
sp_range(1, 35);
sp_timing(1, 0);
sp_frame_delay(1, 55);
sp_base_walk(1, 270);
sp_base_idle(270);
sp_base_attack(720);
preload_seq(271);
preload_seq(273);
preload_seq(277);
preload_seq(279)
sp_attack_hit_sound(1, 10);
sp_attack_hit_sound_speed(1, 8000);
init("load_sequence graphics\people\knight\red\c5-w1- 271 100 67 86 -21 -12 21 12");
init("load_sequence graphics\people\knight\red\c5-w3- 273 100 58 84 -27 -11 27 11");
init("load_sequence graphics\people\knight\red\c5-w7- 277 100 70 86 -22 -12 22 12");
init("load_sequence graphics\people\knight\red\c5-w9- 279 100 66 85 -24 -12 24 12");
init("load_sequence graphics\people\knight\red\attack\c05a2- 712 75 92 98 -16 -12 16 16");
init("load_sequence graphics\people\knight\red\attack\c05a4- 714 75 94 98 -17 -10 13 15");
init("load_sequence graphics\people\knight\red\attack\c05a6- 716 75 87 96 -12 -11 23 16");
init("load_sequence graphics\people\knight\red\attack\c05a8- 718 75 92 97 -20 -9 18 19");
int &basehit;
}

Thanks!
May 19th 2003, 03:19 AM
spike.gif
Nevermind, i've got it. (And I'm really proud of it)
May 19th 2003, 11:34 AM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Hope u enjoyed the file, but...
sabretoot?
May 19th 2003, 01:11 PM
fish.gif
Binirit
Peasant She/Her
 
It was said by Blokedude.
May 20th 2003, 12:18 AM
spike.gif
I did enjoy it. apols, SabreTrout.
I've used the item use command for having the different character attack (which does make kind of sense).
In disarm and drop, I have the character changing back into Dink. One problem though: Dink's idle doesn't change, which means he is always walking.
Anybody know how I can fix this minor but very annoying problem?