Reply to Re: Yet more questions
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Yes, this is possible and can be extremely handy depending on what your DMOD needs to do.
this is an example:
Remember to call it &example (or whatever you called it) instead of ¤t_sprite.
If you don't know a sprites sequence or frame, then you can right-click the sprite and choose 'Properties' in WinDinkEdit. I think all editors have something like this, but I wouldn't know because I always use WinDinkEdit.
And if there's anything I haven't been clear on, feel free to ask me or someone else to try and explain it better
EDIT: Oops, didn't notice the other two questions due to skim-reading
this is an example:
int &example; &example = create_sprite(100, 150, 0, 50, 1); //The first number (100) is the sprite's X position //The second number (150) is the sprite's Y position //The third number (0) is the sprite's brain //The fourth number (50) is the sprite's sequence //And the fifth number (1) is the frame //You could then make it talk say("`4My text is orange", &example); //Or you could add a script to that sprite by using sp_script(&example, "test.c");
Remember to call it &example (or whatever you called it) instead of ¤t_sprite.
If you don't know a sprites sequence or frame, then you can right-click the sprite and choose 'Properties' in WinDinkEdit. I think all editors have something like this, but I wouldn't know because I always use WinDinkEdit.
And if there's anything I haven't been clear on, feel free to ask me or someone else to try and explain it better
EDIT: Oops, didn't notice the other two questions due to skim-reading