The Dink Network

sp_seq

August 28th 2006, 03:57 PM
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marpro
Ghost They/Them
 
I know what sp_seq does, but when I use it in a cutscene,I want Dink to hit, He don't do it! The same when I want him to fake die in that cut scene, using sp_seq. Am I doing something wrong here?
August 28th 2006, 04:14 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Try using it in combination with sp_frame(1, 1);
August 28th 2006, 04:26 PM
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Marpro
Peasant He/Him bloop
 
Ok, but do I have them in a chain of those then like:

sp_frame(1, 1);
sp_frame(1, 2);
sp_frame(1, 3);
August 28th 2006, 04:36 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Erm, no... I think

sp_seq(1, ###);
sp_frame(1, 1);

should work. Here's a copy of the animation part of item-fst.c:

sp_seq(1, &basehit);
sp_frame(1, 1); //reset seq to 1st frame
sp_kill_wait(1); //make sure dink will punch right away
sp_nocontrol(1, 1); //dink can't move until anim is done!
wait(1);

(&basehit is 100 + direction in that case).
August 28th 2006, 04:39 PM
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Marpro
Peasant He/Him bloop
 
Ok, I think I got it, thanks magicman
August 29th 2006, 12:27 PM
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Marpro
Peasant He/Him bloop
 
hmmm... It doesn't work... Dink doesn't do the punch
August 30th 2006, 02:01 PM
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Marpro
Peasant He/Him bloop
 
I've done like this:
sp_seq(1, 524);
sp_frame(1, 1);
sp_kill_wait(1);
wait(300);
playsound(9, 22050,0,0,0);

is something wrong?
August 31st 2006, 01:49 PM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
Why don't you read the void use(void) from item-fst.c?
September 2nd 2006, 03:04 AM
spike.gif
sp_nocontrol(); is important when you want Dink to do something... He has that silly idle. sp_base_idle(1,0); and sp_brain(1,0); work as well.
September 2nd 2006, 03:37 AM
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Marpro
Peasant He/Him bloop
 
Ok, thanks you both its working now!