Reply to sp_kill_wait() - broken?
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Maybe this is just Dink Smallwood HD but the command
sp_kill_wait(sprite);
doesn't seem to really do what it is supposed to, which is don't wait for anything for that sprite - usually number 1, Dink, and is usually used in magic or item scripts for spells or weapons animations.
But I've noticed sometimes that the missile sprite is created and off flying before the magic/hit animation even starts. This anomaly doesn't occur every time, but enough to be annoying.
I don't remember seeing this in the old game engine, but maybe it was there back 20+ years ago.
Or maybe it's my scripts, but I'm pretty sure I've seen this with the standard fireball magic, which I haven't changed.
sp_kill_wait(sprite);
doesn't seem to really do what it is supposed to, which is don't wait for anything for that sprite - usually number 1, Dink, and is usually used in magic or item scripts for spells or weapons animations.
sp_seq(1, &basehit); sp_frame(1, 1); //reset seq to 1st frame sp_kill_wait(1); //make sure dink will punch right away sp_nocontrol(1, 1); //dink can't move until anim is done! &magic_level = 0; draw_status(); &mholdx = sp_x(1, -1); &mholdy = sp_y(1, -1);
But I've noticed sometimes that the missile sprite is created and off flying before the magic/hit animation even starts. This anomaly doesn't occur every time, but enough to be annoying.
I don't remember seeing this in the old game engine, but maybe it was there back 20+ years ago.
Or maybe it's my scripts, but I'm pretty sure I've seen this with the standard fireball magic, which I haven't changed.