Death sequence
August 27th 2002, 04:50 AM

scalare
Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
You could do what Seth did in the original... sp_brain(&current_sprite, 0); and then some stuff. Or spawning a new script is good too.
: Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
: But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
it would be easy to just do the whole animation in the void die of the enemy script.
: But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
it would be easy to just do the whole animation in the void die of the enemy script.
August 27th 2002, 02:43 PM

scalare
: : Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
: : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: it would be easy to just do the whole animation in the void die of the enemy script.
the problem is, the script is killed halfway the void die!
: : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: it would be easy to just do the whole animation in the void die of the enemy script.
the problem is, the script is killed halfway the void die!
: : : Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
: : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : it would be easy to just do the whole animation in the void die of the enemy script.
: the problem is, the script is killed halfway the void die!
huh? why? void die should be run when dink kills the sprite.
: : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : it would be easy to just do the whole animation in the void die of the enemy script.
: the problem is, the script is killed halfway the void die!
huh? why? void die should be run when dink kills the sprite.
: : : : Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
: : : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : : it would be easy to just do the whole animation in the void die of the enemy script.
: : the problem is, the script is killed halfway the void die!
: huh? why? void die should be run when dink kills the sprite.
My guess is, he's creating the death seq manually, rather than letting the engine call it internally.
Load your death sequence into the "5" spot of the bosses base_walk. For example, if your bosses base_walk is 860, load the death sequence into 865. Then, when the boss dies, the sequence will be run automatically and in its entirety.
If you need more control than that, use script_attach(1000); at the begining of void die() , just remember to use kill_this_task(); when you're done.
: : : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : : it would be easy to just do the whole animation in the void die of the enemy script.
: : the problem is, the script is killed halfway the void die!
: huh? why? void die should be run when dink kills the sprite.
My guess is, he's creating the death seq manually, rather than letting the engine call it internally.
Load your death sequence into the "5" spot of the bosses base_walk. For example, if your bosses base_walk is 860, load the death sequence into 865. Then, when the boss dies, the sequence will be run automatically and in its entirety.
If you need more control than that, use script_attach(1000); at the begining of void die() , just remember to use kill_this_task(); when you're done.








