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Ok.. thanks for the answers, I think I can get rid of the first and third problem now, but not the second. Those two script that doesn't likes to be hit (barrel and a rock) at the same time are those. I also noticed that rock and a enemy freezes the game in the same way. It's not just Dink that's frozen, but the entire game. I have to restart my computer.:
***barrel:
void main( void)
{
preload_seq(173);
}
void talk ( void )
{
int &fla;
&fla = &barrel;
&fla += 1;
freeze(1);
say_stop("`2 The smashing barrels voice: You're looking at the barrel nr &fla. Never hesitate!", 1);
wait(200);
unfreeze(1);
}
void hit ( void )
{
&barrel += 1;
if(&barrel == 1)
{
freeze(1);
sp_nocontrol(1, 1);
say("`2 The smashing barrels voice: Yes yes, smash 'em, I love it!", 1);
wait(200);
unfreeze(1);
}
if (&barrel == 30)
{
freeze(1);
say_stop_stop("`2 Ok, stupid you actually buried your sword on the beach, between two trees", 1);
unfreeze(1);
//play noise
playsound(37, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 3);
editor_seq(&hold, 173);
editor_frame(&hold, 6);
//type means show this seq/frame combo as background in the future
}
sp_seq(¤t_sprite, 173);
sp_brain(¤t_sprite, 5);
sp_notouch(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
sp_hard(¤t_sprite, 1);
//sprite ain't hard no more! Let's redraw the hard map in one area
draw_hard_sprite(¤t_sprite);
}
else
{
//play noise
playsound(37, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 3);
editor_seq(&hold, 173);
editor_frame(&hold, 6);
//type means show this seq/frame combo as background in the future
}
sp_seq(¤t_sprite, 173);
sp_brain(¤t_sprite, 5);
sp_notouch(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
sp_hard(¤t_sprite, 1);
//sprite ain't hard no more! Let's redraw the hard map in one area
draw_hard_sprite(¤t_sprite);
say("`2 Yes yes! More, more smashing!", 1);
wait(400);
//added 2003-10-07
if (&barrel == 1)
{
say(" I have smashed &barrel barrel!", 1);
}
if (&barrel > 1)
{
say(" I have smashed &barrel barrels!", 1);
}
wait(100);
}
}
*** rock
void main( void )
{
}
void push( void )
{
say("Rock is just too heavy to move.", 1);
return;
}
void hit(void)
{
int &rcrap = compare_sprite_script(&missle_source, "dam-bomn");
if (&rcrap == 1)
{
sp_hard(¤t_sprite, 1);
draw_hard_sprite(¤t_sprite);
sp_active(¤t_sprite, 0);
playsound(43, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 1);
}
}
***barrel:
void main( void)
{
preload_seq(173);
}
void talk ( void )
{
int &fla;
&fla = &barrel;
&fla += 1;
freeze(1);
say_stop("`2 The smashing barrels voice: You're looking at the barrel nr &fla. Never hesitate!", 1);
wait(200);
unfreeze(1);
}
void hit ( void )
{
&barrel += 1;
if(&barrel == 1)
{
freeze(1);
sp_nocontrol(1, 1);
say("`2 The smashing barrels voice: Yes yes, smash 'em, I love it!", 1);
wait(200);
unfreeze(1);
}
if (&barrel == 30)
{
freeze(1);
say_stop_stop("`2 Ok, stupid you actually buried your sword on the beach, between two trees", 1);
unfreeze(1);
//play noise
playsound(37, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 3);
editor_seq(&hold, 173);
editor_frame(&hold, 6);
//type means show this seq/frame combo as background in the future
}
sp_seq(¤t_sprite, 173);
sp_brain(¤t_sprite, 5);
sp_notouch(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
sp_hard(¤t_sprite, 1);
//sprite ain't hard no more! Let's redraw the hard map in one area
draw_hard_sprite(¤t_sprite);
}
else
{
//play noise
playsound(37, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make the barrel stay flat
editor_type(&hold, 3);
editor_seq(&hold, 173);
editor_frame(&hold, 6);
//type means show this seq/frame combo as background in the future
}
sp_seq(¤t_sprite, 173);
sp_brain(¤t_sprite, 5);
sp_notouch(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
sp_hard(¤t_sprite, 1);
//sprite ain't hard no more! Let's redraw the hard map in one area
draw_hard_sprite(¤t_sprite);
say("`2 Yes yes! More, more smashing!", 1);
wait(400);
//added 2003-10-07
if (&barrel == 1)
{
say(" I have smashed &barrel barrel!", 1);
}
if (&barrel > 1)
{
say(" I have smashed &barrel barrels!", 1);
}
wait(100);
}
}
*** rock
void main( void )
{
}
void push( void )
{
say("Rock is just too heavy to move.", 1);
return;
}
void hit(void)
{
int &rcrap = compare_sprite_script(&missle_source, "dam-bomn");
if (&rcrap == 1)
{
sp_hard(¤t_sprite, 1);
draw_hard_sprite(¤t_sprite);
sp_active(¤t_sprite, 0);
playsound(43, 22050, 0,0,0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 1);
}
}






