Blasted hardness
I want a sprite (placed by the editor and set to "hard") to disappear when I talk to it. It feels like I've tried everything but I can't make it work as I want... The sprite disappears but the hardness is still there. Currently I have to leave the screen and enter it again to make the hardness vanish... But I want it to disappear instantly!
Anyone got an idea?
Anyone got an idea?
Draw_hard_sprite(&disappearing_sprite); sometimes works. However, draw_hard_map(); is more reliable for removing hardness. You'll first have to kill the sprite or set it's hardness to 1 for the commands to have any effect, of course.
I tried Draw_hard_sprite before but I must have made some mistake because I use it now and it works great. Thanks man.
By the way, I noticed a rather confusing thing with my D-Mod... I don't really know how to describe it but I'll try the best I can. When I walk over to the next screen in my D-Mod, it doesn't change to the new screen smoothly like in most D-Mods. It just changes immediately... Very annoying.
By the way, I noticed a rather confusing thing with my D-Mod... I don't really know how to describe it but I'll try the best I can. When I walk over to the next screen in my D-Mod, it doesn't change to the new screen smoothly like in most D-Mods. It just changes immediately... Very annoying.
I get that to, sometimes...
I later traced it to a script attached to the screen, and once I detached it it worked fine!
I later traced it to a script attached to the screen, and once I detached it it worked fine!
Have you tried kill_this_task(); ?
"Have you tried kill_this_task(); ?"
Why would that help me?
Why would that help me?
This is pretty weird, I don't see anything in the 1.08 source code disabling screen transitions.
You're not using 1.07 in windowed mode, are you?
You're not using 1.07 in windowed mode, are you?
Yeah, either I'm missing something, either one of your DinkC script triggers a memory overflow somewhere It would worth trying with FreeDink and see if that's different.
August 17th 2008, 02:42 AM
Skull da man
same with rise of the goblins. i think it's something about how many fade downs (ups) you have in one script. or how many times you change screens in one script. (not sure)
you should place a save machine near the place. (if possible) so the players could save and quit and load the saved game. That should help.
you should place a save machine near the place. (if possible) so the players could save and quit and load the saved game. That should help.
Hmm, now what would loading a save game do that that could fix that...
Surely loading the game had an effect similar drawing a screen (draw_screen; I think).
Surely loading the game had an effect similar drawing a screen (draw_screen; I think).