The Dink Network

Plagued by this. Need a solution

August 30th 2003, 03:54 AM
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hance
Peasant He/Him
 
Okay, for over five months now. I have been using ideas from this section of the board.
In my case most seem useless and did'n't work for me. Now that I understand a little more about programming. I still need help.
The problem:
re:All created sprites (active brain 16)
will not go away with just using:
sp_active(&current_sprite, 0);

they will constantly re-appear, making me really mad and upset. I have over this period because of this re-started my dmod, revamped and purposely made everything go in one direction just to stop this situation.

Okay now you got the story. It seems to me that their has to be a solution other than the ones stated before. Now that I have my dmod in beta testing, and almost ready to publish after almost 9 months of creation. The first thing my Beta tester says is this problem.
Needless to say. I am at a real roadblock.
I can't understand. if you direct your dmod all in one direction. to avoid things like this,
that players purposely go back and Wah laa!
this happens. There has to be a solution.
Now consider this. don't ask for code, because I can send maybe any of 30 scripts. But think as your solution for a cure, all scripts that have that problem.

Now before I dump everything, delete dink and all its properties. Please someone help ME!.
I am deeply fustrated over this.
and you guys are right. It is not easy to
create a dmod that is meaning full and rates
a Good job well done. Hi, I guess a lot of you have been their before. So I guess I have check myself into Last chance motel with Dink.

Thanks for listening Guys and gals.
hoping for a positive working solution.
August 30th 2003, 05:42 AM
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Are you WARplaged by this? cause if you don't, I can help! Wel, nayway, you could start looking inside other d-mods, like Dink goes Wandering, for such easy scripts, or inside the Dink source, the Barrells. I think you should add the part after //this was placed the editor bla bla, but if this doesn't work, then I'm afraid you have a real problem (Dink? Hardware?)
Dunno what to say.
August 30th 2003, 07:12 AM
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Beuc
Peasant He/Him France
 
What do you mean by re-appearing? Do you mean, Dink quits the screen, comes back, and the sprite is still there? Or rather, the script delete the sprite, and a second later, it reappears?
August 30th 2003, 10:16 AM
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Ric
Peasant They/Them Canada
 
int &hold = sp_editor_num(&current_sprite);
if (&hold != 0
editor_type(&hold, 6);
//This is the typical sprite kill used in the original dink. It is at the end of a creatures die procedure. When drawing a screen, the engine checks each sprite editor number to see if that sprite needs to be there.
use editor_type(&hold, 6); to let the sprite come back after 5 minutes, or
editor_type(&hold, 1); to kill the sprite completely.
useing sprite_active() is good for killing a sprite if a condition is met. eg:
void main ()
{
if (&story > 5)
{
sprite_active(&current_sprite,0);
}
//other main stuff here.
}
August 30th 2003, 02:07 PM
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OkalyDDude
Ghost They/Them
 
Ya, it sounds to me like you're saying you leave the room and come back, and he's there.

Sp_active will only get rid of it until you load the map again.

Thus, do what ric said, and change the editor type when you want it to dissapear. This is much like what you do with monsters, but for monsters you use a number where they reapear, and here you'd use one where they do not.

If this is not your problem, then say so, because maybe we just don't understand you...

And I wonder, do you use a global like &story as the game progresses? Because if you don't, you should, and making a linear game would be really really easy.