Reply to Re: WDE 2 crash
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try doing this
where you use
transition(&pmap);
command to call the custom procedure.
Custom procedures can have up to 9 pseudo variables I believe.
I thought at first that you might have to have the script_attach(1000) before the &player_map = &arg1; but you don't.
And it seems to work better that way, as when I had it around the way I first thought other sprites or scripts started to run for some reason on loading the changed map screen.
void transition() { fade_down(); &player_map = &arg1; script_attach(1000); load_screen(); draw_screen(); dink_can_walk_off_screen(1); freeze(1); fade_up(); }
where you use
transition(&pmap);
command to call the custom procedure.
Custom procedures can have up to 9 pseudo variables I believe.
I thought at first that you might have to have the script_attach(1000) before the &player_map = &arg1; but you don't.
And it seems to work better that way, as when I had it around the way I first thought other sprites or scripts started to run for some reason on loading the changed map screen.