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November 17th 2013, 12:22 AM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Well, I'm trying to load the graphics in sequence 25 (the arrow) into sequence 100, so I think I've got the order right.

I'm not sure this is ultimately relevant anyway. I worked around this by just renaming the arrow graphics and putting them in my graphics folder, but I still can't get them to do what I want, which is stop on a certain frame when the player does something.

int &check
&check = sp_brain(&save_y, -1)

if (&check == 6)
{
//stop arrow rotation
&frame = sp_frame(&save_y, -1)
sp_brain(&save_y, 0)
sp_frame(&save_y, 8)
wait(1)
wait(100)
sp_pseq(&save_y, 100)
sp_pframe(&save_y, &frame)
}


The weird thing about this is that sometimes, it'll work (it never worked before I put not one, but TWO wait commands in there). On those occasions it'll "stop" on the frame I want it to, but the rest of the time it stops on the last frame (8) of the sequence.

The sp_frame(&save_y, 8) after I change the brain is there to make the animation go ahead and stop, since an animation started will keep going until it reaches the last frame even if you change the brain to 0.

This might not work.... Maybe I should try using an sp_pframe loop instead of animating the sprites at all. Then again, if I did THAT I don't know how I would get them to stop when I want them to. Argh. What a mess.