The Dink Network

Intro for a D-mod

December 23rd 2006, 07:12 AM
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Hades
Peasant He/Him Australia
Remember you're unique, just like everyone else. 
I'm new to D-mod making but not to Dink.
I've started making my first D-mod and have encountered trouble with making Dink cast a hellfire after he finished talking. I took the script from the original in Windemere and it worked but went the wrong way and at the wrong time and position so I changed some of the numbers that I thought were the x y coordinates and timing but then it didn't work. I changed it back and looked at other scripts but I couldn't get it to work.
Also the talking is all jumbled up together without and spacing (I thought it was something to do with that it was say_xy so I changed it to say_stop_xy but that didn't work either) even though it has all the correct wait(); put in, I tried changing the times and fiddling with other bits of script but it doesn't seem to work. The placing was odd to, even though the pointer on the editor said that it was at a certain xy when I went to the script and put it in it was way off the screen. I got it to work in the right place but I was wondering why it would be different, is it because the end of the sentence is where the pointer? Dunno.
I have run it all through DinkC Editor and it is all perfect and I looked all through the References in DinkC Editor too but I couldn't find anything about what I needed (no offence Dan, Seth, Ted, Simon , Paul and Tyrsis, it's a brilliant program, anyone who doesn't have it and wants to make a D-mod DOWNLOAD IT!)

Could someone with more DinkC knowledge than me please tell me what I am doing wrong and/or give me some scripts to try.

hang on just a thought going through my slow brain I should probably have a sprite to talk off seeing as most other conversations do and make it invisible, but then what about the intro talking (down the bottom in white) by the way I got that bit to work first go. I'll just wait for what people have to say first.
December 23rd 2006, 08:55 AM
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metatarasal
Bard He/Him Netherlands
I object 
It would help if you post the contents of your script. It's much easier to see what is wrong when we can see the script, now we have to guess...
The placing of the say_stop_xy(); command is odd. For some reason Dink chooses the x location of the text to be in the middle when x = 0, this is why I set the x-value to 0 most of the time. The y location should be the same as in the editor.

Using invisible sprites as narrators works fine most of the time, it's just that they use shorter lines then the say_xy(); which can be a pain...
December 23rd 2006, 08:28 PM
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Hades
Peasant He/Him Australia
Remember you're unique, just like everyone else. 
OK thanks I took most of the script from other D-mods and the original so I commented out some parts to see what would happen but nothing changed. Here's the script:

//Intro-Dink's House
void main (void)
{
freeze(1);
fade_up();
sp_timing(1,33);
say_stop("Home, sweet home", 1);
wait(10);
sp_dir(1, 2);
say_stop("It's perfect", 1);
wait(10);
say_stop("Burnable trees, mysterious rocks", 1);
wait(10);
say_stop("It's a pity I had to sell all my weapons, most of
my spell scolls", 1);
wait(20);
say_stop("and get a life-drain to get the money", 1);
wait(20);
say_stop("It doesn't matter though, I won't be needing them
anymore", 1);
fade_down();
wait(1500);
//script_attach(1000);
//fill_screen(0);
//&player_map = 069;
//sp_x(1, 320);
//sp_y(1, 270);
sp_dir(1, 6);
//load_screen();
//draw_screen();
fade_up();
say_xy("`%The next night...", 20, 350);
wait(500);
say_xy("`5HEEEEEEEEYYYYYYYYY!!", 150, 100);
wait(100);
say_stop("Bloody neighbors", 1);
wait(100);
say_xy("`5Drink!Drink!Drink!Drink!", 150, 150);
wait(100);
say_xy("`3YEEEAAAHHHHHH!!", 150, 100);
say_xy("`2WOOOOOOHOOOOOOOO!!", 150, 150);
wait(120);
say_stop("SHUT!!", 1);
wait(100);
say_stop("UP!!", 1);
wait(100);
say_xy("`5OOOOOOOOOWEOOOOOOWEOOOOOOOOOO!!", 150, 100);
wait(100);
say_xy("`3BOOHOO!!", 150, 150);
wait(100);
say_stop("I'm trying to get some sleep!", 1);
wait(100);
say_xy("`6If they won't join you, kill'em.(HIC) That's what
I always say!", 150, 300);
wait(100);
say_xy("`2Go to bed Grampa, you need to sleep", 150, 100);
wait(100);
say_xy("`6Tossycock!", 150, 300);
wait(100);
say_xy("`6I feel as young (HIC) as I was 20 years ago!",
150, 300);
wait(100);
say_xy("`6You just (HIC) watch me take out weedy, young
Milder here", 150, 300);
wait(100);
say_xy("`2No Grampa!", 150, 100);
wait(100);
say_xy("`6Out of my way! (HIC)", 150, 300);
wait(100);
say_xy("`%[THUMP]", 150, 200);
wait(200);
say_xy("`%[CRAAAASH!]", 150, 250);
wait(200);
say_xy("`6ONWARD! to glory!", 150, 200);
wait(100);
say_xy("`%[sounds of a fight]", 150, 200);
wait(100);
say_stop("Take THAT!", 1);
preload_seq(516);
preload_seq(70);
int &talker;
int &junk;
wait(250);
//Fire here
playsound(42,22050,0,0,0);
&junk = create_sprite(370, 235, 11, 516, 1);
sp_seq(&junk, 516);
sp_dir(&junk, 6);
sp_speed(&junk, 4);
sp_flying(&junk, 1);
&update_status = 1;
draw_status();
}
December 23rd 2006, 10:09 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
Okay, a few things... I don't know if this is a result of the odd copying, but commands shouldn't be broken into separate lines.

You'll definitely want to change say_xy() back to say_stop_xy()... the dialog will just fly by as a jumbled mess otherwise... since that's how that command is *supposed* to work.

I can't really see what's wrong with the fireball, as it appears that it will travel to the right. Since this is a cutscene, try just using the move_stop() or move() commands instead of firing it as a missile. It's really just a lot simpler.
December 23rd 2006, 11:23 PM
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Hades
Peasant He/Him Australia
Remember you're unique, just like everyone else. 
Thanks, I got the hellfire to work before, I'm not entirely sure what I did differently but it worked. I think I had the sequence wrong so when I tried to change the direction I thought that it would also change the sequence and when I tried to change the sequence I put it in the wrong one but now it's working.

I was messing around with different scripts and I had two that I was using for the intro so that I could experiment with stuff and save it but still have the old copy, then I changed around the names from intro 1 to intro 2 and vice-versa so that would be the reason why when I tried changing the say_xy() to say_stop_xy() it didn't do anything. I also had a go at doing invisible sprites but that got to hard. Anyway it's working perfectly now with say_stop_xy(), thanks metatarasal and Striker.