Reply to Re: Need Help with my D-Mod
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To change the starting map, you could edit start-1.c and add the following:
&player_map = ...;
where ... is the map square, of course. This script is the script that's attached to the Start button so you should add that line in the procedure it runs when the user clicks the button, I think it's click but I can't verify that right now. You can also set the x and y-coordinates where Dink should start by using sp_x() and sp_y():
sp_x(1, ...);
sp_y(1, ...);
The problems with walking to adjoining screens should be solved when you've specified the map square correctly because once the game knows that Dink's on a certain screen, it knows where the player can walk to.
To make an object invisible, you can use:
sp_visible(&crap, 0);
if I remember correctly - &crap is the variable that refers to the sprite that should become invisible (so use 1 for Dink or use int &crap = sp(12); to make that sprite invisible).
&player_map = ...;
where ... is the map square, of course. This script is the script that's attached to the Start button so you should add that line in the procedure it runs when the user clicks the button, I think it's click but I can't verify that right now. You can also set the x and y-coordinates where Dink should start by using sp_x() and sp_y():
sp_x(1, ...);
sp_y(1, ...);
The problems with walking to adjoining screens should be solved when you've specified the map square correctly because once the game knows that Dink's on a certain screen, it knows where the player can walk to.
To make an object invisible, you can use:
sp_visible(&crap, 0);
if I remember correctly - &crap is the variable that refers to the sprite that should become invisible (so use 1 for Dink or use int &crap = sp(12); to make that sprite invisible).






