The Dink Network

a n00bish question

July 9th 2006, 02:44 AM
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slayer4990
Peasant He/Him Canada
Foppery and Whim! 
i wanna make it so that you'll be in a fight, but then you cant win and you have to die to progress and then it goes to a cutscene if you know what i mean. is there a way to do this
July 9th 2006, 04:42 AM
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Chrispy
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
The easiest way I can think of doing it would be to make the monster deal a calculated amount of damage to dink based on his defence and health. Then when dink's health is really low, have the monster script set the attack power to leave dink at exactly one hit point. (can't go zero I think). Also make the damage calculation activate another variable that run's a previously skipped part of the monsters .c file: The superduper attack. Make the attack a nice fancy one, so that you can have your characters blown away or relocated to specific points. I'm sure you can think of something. Then kill the player controls and spawn your cutseen, starting with the animation of dink's death.

You'll have to figure out what commands to use, as I have no idea how to actually code dinkc. I've tried, and failed. Misserably in fact. Maybe someone else can help you out with that.
July 9th 2006, 05:33 AM
slayer.gif
Try the script from Cycles of Evil.
July 9th 2006, 06:33 AM
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metatarasal
Bard He/Him Netherlands
I object 
dinfo.c is the script that is run when Dink dies. You might try reviving him there when &story has a certain value. I'm pretty sure that works.
July 9th 2006, 10:04 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Indeed.

Copy dinfo.c from source.zip to your D-Mod's story directory. Then add the following lines (after sp_seq(1,436)):

wait(3000);
//waits for the die sequence to finish.
if (&story == 3)
{
//assuming that &story is 3 when Dink is in the un-winnable fight...
//change value and variable accordingly

fade_down();
//for style, don't forget fade_up when the cutscene starts

&life = 1;
//Revive him! You can leave this out until after the cutscene

//other cutscene stuff here...

kill_this_task();
//or otherwise we will be stuck with a running dinfo.c forever.
}