They're are not talking to eachother??? Please help
I am using this script but when the wizard walks to his place they are not talking to eachother dink just warps to the next screen there is no talking.
What is wrong with the script? (NOTICE the script is attached to a screen not to a sprite.)
I deleted the text and changed them into --------------.
==================================================================
first meeting with the head wizard
void main ( void )
{
playmidi("2.mid");
int &wiz = create_sprite(-60, 67, 9, 413, 1);
sp_brain(&wiz, 9);
sp_base_walk(&wiz, 410);
sp_speed(&wiz, 1);
sp_timing(&wiz, 0);
sp_pseq(&wiz, 410);
sp_frame(&wiz, 1);
freeze(1);
freeze(&wiz);
move_stop(&wiz, 6, 315, 1);
wait(100);
say_npc("----------", 1);
wait(100);
say_npc("`0------------", &wiz);
wait(100);
say_npc("-----------------------", 1);
say_npc("---------------------------.", 1);
wait(100);
say_npc("`0-----------------------", &wiz);
say_npc("`0--------------------", &wiz);
wait(100);
say_npc("`0---------------", &wiz);
say_npc("`0-----------------------", &wiz);
wait(100);
say_npc("`0-----------------------------", &wiz);
say_npc("`0--------------------------------------", &wiz);
wait(100);
say_npc("`0--------------------------------------", &wiz);
say_npc("`0-----------------------------", &wiz);
say_npc("`0-------------------------------------", &wiz);
wait(100);
say_npc("-----------------------------",1);
wait(100);
say_npc("`0---------------------------", &wiz);
say_npc("`--------------------------- ", &wiz);
wait(100);
say_npc("--------------------------------", 1);
wait(100);
say_npc("`0-----------------------------", &wiz);.
say_npc("`0------------------------", &wiz);
say_npc("`0----------------", &wiz);
sp_nodraw(1, 1);
wait(500);
script_attach(1000);
fade_down();
&player_map = 3;
sp_x(1, 325);
sp_y(1, 385);
load_screen(2);
draw_screen();
fade_up();
wait(1000);
sp_nodraw(1, 0);
unfreeze(1);
unfreeze(&wiz);
}
}
please help?????????
What is wrong with the script? (NOTICE the script is attached to a screen not to a sprite.)
I deleted the text and changed them into --------------.
==================================================================
first meeting with the head wizard
void main ( void )
{
playmidi("2.mid");
int &wiz = create_sprite(-60, 67, 9, 413, 1);
sp_brain(&wiz, 9);
sp_base_walk(&wiz, 410);
sp_speed(&wiz, 1);
sp_timing(&wiz, 0);
sp_pseq(&wiz, 410);
sp_frame(&wiz, 1);
freeze(1);
freeze(&wiz);
move_stop(&wiz, 6, 315, 1);
wait(100);
say_npc("----------", 1);
wait(100);
say_npc("`0------------", &wiz);
wait(100);
say_npc("-----------------------", 1);
say_npc("---------------------------.", 1);
wait(100);
say_npc("`0-----------------------", &wiz);
say_npc("`0--------------------", &wiz);
wait(100);
say_npc("`0---------------", &wiz);
say_npc("`0-----------------------", &wiz);
wait(100);
say_npc("`0-----------------------------", &wiz);
say_npc("`0--------------------------------------", &wiz);
wait(100);
say_npc("`0--------------------------------------", &wiz);
say_npc("`0-----------------------------", &wiz);
say_npc("`0-------------------------------------", &wiz);
wait(100);
say_npc("-----------------------------",1);
wait(100);
say_npc("`0---------------------------", &wiz);
say_npc("`--------------------------- ", &wiz);
wait(100);
say_npc("--------------------------------", 1);
wait(100);
say_npc("`0-----------------------------", &wiz);.
say_npc("`0------------------------", &wiz);
say_npc("`0----------------", &wiz);
sp_nodraw(1, 1);
wait(500);
script_attach(1000);
fade_down();
&player_map = 3;
sp_x(1, 325);
sp_y(1, 385);
load_screen(2);
draw_screen();
fade_up();
wait(1000);
sp_nodraw(1, 0);
unfreeze(1);
unfreeze(&wiz);
}
}
please help?????????
Use say_stop, not say_npc for cutscenes...
Also, there are two closing brackets } at the end, while I can only find one opening bracket { ...
Also, there are two closing brackets } at the end, while I can only find one opening bracket { ...
Or say_stop_npc, if you do not want the player to be able to skip the conversation. Some people really dislike this, however.








