The Dink Network

Blasted hardness

August 15th 2008, 11:01 AM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
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?
August 15th 2008, 11:28 AM
spike.gif
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.
August 15th 2008, 03:05 PM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
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.
August 15th 2008, 08:33 PM
knights.gif
I get that to, sometimes...
I later traced it to a script attached to the screen, and once I detached it it worked fine!
August 16th 2008, 08:32 AM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
Strange... No script attached to my screens however.
August 16th 2008, 08:37 AM
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GOKUSSJ6
Peasant He/Him Poland
Everyone should get a pizza for free in each week. 
Have you tried kill_this_task(); ?
August 16th 2008, 11:15 AM
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Marpro
Peasant He/Him bloop
 
"Have you tried kill_this_task(); ?"

Why would that help me?
August 16th 2008, 11:42 AM
farmer.gif
Beuc
Peasant He/Him France
 
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?
August 16th 2008, 02:29 PM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
Nope, using 1.08.

Must be an error..
August 16th 2008, 03:22 PM
farmer.gif
Beuc
Peasant He/Him France
 
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
anon.gif
Skull da man
Ghost They/Them
 
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.
August 17th 2008, 05:10 AM
knights.gif
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).