Dink is sequence 0?!
I'm trying to detect if Dink is standing still by doing this:
//excerpt
loop:
&itemp = sp_seq(1, -1);
if (&itemp > 18)
{
wait(50);
goto loop;
}
//rest of the script...
but it ain't working. When testing by pushing against something I get:
Dink:Compared 316 to 18
in debug.txt, which is all fine, but after a while it says:
Dink:Compared 0 to 18
Which is strange, and annoying. How can Dink's sequence be 0?
//excerpt
loop:
&itemp = sp_seq(1, -1);
if (&itemp > 18)
{
wait(50);
goto loop;
}
//rest of the script...
but it ain't working. When testing by pushing against something I get:
Dink:Compared 316 to 18
in debug.txt, which is all fine, but after a while it says:
Dink:Compared 0 to 18
Which is strange, and annoying. How can Dink's sequence be 0?
Yup, works. Thanks!
What exactly is the difference between sp_seq and sp_pseq? Is it just that sp_seq is for animations and sp_pseq for non-animating sprites, and if so why did sp_seq(1, -1); not work properly here? Even if sp_pseq is the right one here, why did sp_seq give a result of 0?
What exactly is the difference between sp_seq and sp_pseq? Is it just that sp_seq is for animations and sp_pseq for non-animating sprites, and if so why did sp_seq(1, -1); not work properly here? Even if sp_pseq is the right one here, why did sp_seq give a result of 0?
sp_seq causes a sprite to play through that sequence, and sp_pseq is the active sequence. The Dink engine is a little odd in this regard... I think sp_seq is set to 0 once a sequence starts to play.
So would there ever be a use for sp_seq(anysprite, -1); ?









