Chase scene help for upcoming DMOD
So basically I need to do a......."unique"........chase scene. In concept it sounds simple, but I'm a noob and I dunno how to execute it. So I made a drawing in paint with how the chase should play out and hopefully, with your help, Ill be able to build the script. Because I don't even know how to get started.
How the chase works.
its basically:
-dink is at coordonates x,y.
-monsters gets said coordonates
-monster waits one second
-dink moves away from coordonates
-monster spawns at dink's old coordonates with an attack animation, with sp_touch_damage so if dink stays still, monster spawns at said coordonates and dink dies.
How the chase works.
its basically:
-dink is at coordonates x,y.
-monsters gets said coordonates
-monster waits one second
-dink moves away from coordonates
-monster spawns at dink's old coordonates with an attack animation, with sp_touch_damage so if dink stays still, monster spawns at said coordonates and dink dies.
Will reply in more detail when I get some sleep. In the meantime, check out the excellently fantastic sp_x(), sp_y() functions. You can use them to obtain Dink's x,y coordinates.
You can then be a little more imaginative and try sp_z() function, which works, but freezes the game because it doesn't exist. It occurred to me also that sp_i() probably doesn't exist as well, meaning that we will never be able to script a puzzle that features a tesseract....
You can then be a little more imaginative and try sp_z() function, which works, but freezes the game because it doesn't exist. It occurred to me also that sp_i() probably doesn't exist as well, meaning that we will never be able to script a puzzle that features a tesseract....
nice. yeah i already knew about sp_x() and sp_y().
Aight I did it. Lep pretty much did it.
posted for anyone who might need this in the future
void main(void) { sp_nodraw(¤t_sprite, 1); int &monster = create_sprite(5000,5000,0,170,1); //Create sprite offscreen sp_touch_damage(&monster, 2); //Set damage int &temp_x = sp_x(1,-1); int &temp_y = sp_y(1,-1); //Step two: Run a loop that gets dink's coords and then waits (2000) (2 seconds(or however long you want)) FetchCoordLoop: wait(200); //increase later //set coords sp_x(&monster, &temp_x); sp_y(&monster, &temp_y); wait(1); //get coords &temp_x = sp_x(1,-1); &temp_y = sp_y(1,-1); goto FetchCoordLoop; }
posted for anyone who might need this in the future