Reply to Dink.ini crap
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This is how Dink.exe works. (assuming I remember correctly) Anything that is load_sequence_now(); is always held in the internal dink buffer so it can be used anytime, and called quicker. load_sequence(); just sets the sequence number to the graphics path, but doesn't load it into the 'cache' so you have to load it up when needed and it will load slower. preload will put the image seq into the cache and it will be removed once the script dies (most likly a scrren scroll, or when kill_this_task(); is called). set_frame_frame and set_frame_delay are special commands in the ini, the first one sets one frame of the seq to a static frame which doesn't exist (like a frame copy on the fly). The second is the delay in millisecond between the frames. (1000 milliseconds = 1 second) Next we have set_frame_special which just tells Dink the 'hey, this sequence is a hit sequence and will cause damage to other sprites'. Now the devil (which you have been looking for in the post) is SET_SPRITE_INFO this sets the hardbox and the depth cue. I have found several problems with this. First, make sure you aren't setting a hard box twice. EXAMPLE
SET_SPRITE_INFO 159 4 85 200 -77 -55 112 15
SET_SPRITE_INFO 159 4 85 155 -77 -35 112 15
you would want to delete the first one. This useally doesn't cause problems, but I have seen it do just that. Next, make sure you aren't calling more than 500 SET_SPRITE_INFO commands, if you are too lazy to count, run your D-mod in WDE. If you call more than 500, dink will ignore all the commands after the 500th one.
--WC
SET_SPRITE_INFO 159 4 85 200 -77 -55 112 15
SET_SPRITE_INFO 159 4 85 155 -77 -35 112 15
you would want to delete the first one. This useally doesn't cause problems, but I have seen it do just that. Next, make sure you aren't calling more than 500 SET_SPRITE_INFO commands, if you are too lazy to count, run your D-mod in WDE. If you call more than 500, dink will ignore all the commands after the 500th one.
--WC






