The Dink Network

a lil help here......

June 25th 2003, 12:58 PM
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a lil help here plz lol
i cant script at all so im using scripts that i can find or download
but i cant figure out how to make them talk!
i can attach a script to make them talk but i cant make scripts so i can get them to talk
if only some1 cud make a program to put the text in and it would make it into a script..
well anyway can some1 help me ?
June 25th 2003, 01:15 PM
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If there's one thing I've learned from messing around with DinkC, it's this: Don't use other people's scripts as a basis for your own. It's much easier to write your own scripts and then go back and correct your own errors than it is to find errors in something you didn't even create. I suggest you actually learn to script. Here's a list of tutorials on the Dink Network that can help you get started. To learn the basics (e.g. making people talk), I suggest Binirit's Rudiments of Scripting.
Remember, if you're ever stuck, post on the board... chances are someone's had the same problem and can help you out with it.
June 25th 2003, 01:43 PM
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well ive looked at the tutorials i can never find out about scripting
and i only use basic scripts that are for download in devolopment

also i changed some midis but they wont play!
the old midis play but i replaced them?
June 25th 2003, 03:41 PM
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Making people talk is one of the most basic lessons of scripting. There are 2 extremely basic things you can put at the very top of every script to signify when or what happens to the sprite the script is attatched to. Of course, there are a lot more than two, but I'm just showing you the really basic ones. They are: VOID MAIN(VOID), to make something happen to the screen or to make something happen as soon as the screen is loaded and VOID TALK(VOID), to make the script take action when Dink talks to the sprite. one example script would be: VOID TALK(VOID)
{
say_stop("He he... I'm example!",1);
}
Dink is always 1. So Dink would say He he... I'm example! after talking to the sprite this is attatched to. If you wanted the attatched sprite to say it, simply replace 1 with ¤t_sprite. (without the period)
Be sure to put a semicolin at the end of every command or it won't run. Phew, quick lesson... As for the midis, are you sure you changed the editor to play the correct number midi? Also make sure all of your midis are in the Sound folder in the d-mods directory. Oh, but, maybe you should just skim over those tutorials again, I think you might have missed a few things.
June 25th 2003, 04:10 PM
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that weird circly sign means current.
June 26th 2003, 03:31 AM
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ive figured it out! wahoo! thx ppl
but i cant save in .c ???
how!! lol i need to test it
June 26th 2003, 07:45 AM
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use CEdit ( avaible on this site -> development )

or

use notepad, and make the script.

save as -> all files -> blabla.c
June 26th 2003, 08:03 AM
stonegiant.gif
ive already figured that out now lol
i have 2 comps and on my other comp it wouldnt do that..? lol nevemind
does any1 know how to make a sprite walk away after talking to it? i dont and i really need to know
June 26th 2003, 08:26 AM
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I think you could either unfreeze the sprite after the last sentence:

say_stop ("last sentence", &current_sprite);
wait(100);
unfreeze(&current_sprite);
return;
}

but you can also use the move or move_stop command:

say_stop ("last sentence", &c_sprite);
move(&c_sprite, 6, 200, 1);
return;
}

But I must add that I started scripting a few months ago and there is probably a million ways to do this some other way.