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April 8th 2009, 04:20 AM
spike.gif
It's not really necessary because they're moved right after creation, they don't have time to stroll around...

For clarity's sake, here's a modified version of the script with the obvious problems fixed:

void main(void)

{
int &rock = create_sprite(549, 39, 0, 95, 7);
int &rocky = create_sprite(446, 353, 0, 95, 7);
preload_seq(95);
// Unnecessary (unless of course this is a different script than the one below)
// }

// void main(void)
// {


if (&story == 9)
{
int &man = create_sprite(555, 23, 10, 381, 1);
preload_seq(381);
//The walking animations in original Dink all use 10 as the base, so sp_base_walk() should always be 380, not 381 or 383 etc.
sp_base_walk(&man, 380);
//sp_speed(), not sp_base_speed()
sp_speed(&man, 1);
//The last number in move_stop() should be 1 instead of 0 so the the script won't freeze if the guy walks into something hard
move_stop(&man, 2, 180, 1);
freeze(&man);

int &woman = create_sprite(525, 23, 10, 351, 1);
preload_seq(351);
sp_base_walk(&woman, 350);
sp_speed(&woman, 1);
move_stop(&woman, 2, 150, 1);

freeze(&woman);

int &giff = create_sprite(598, 89, 10, 411, 1);
preload_seq(411);
sp_base_walk(&giff, 410);
sp_speed(&giff, 1);
move_stop(&giff, 4, 40, 1);

freeze(&giff);

int &armor = create_sprite(596, 301, 10, 401, 1);
preload_seq(401);
sp_base_walk(&armor, 400);
sp_speed(&armor, 1);
move_stop(&armor, 4, 70, 1);

freeze(&armor);

freeze(1);

say_stop("`7Ok, armor, throw that weapon!", &giff);
wait(250);
say_stop("`1Ready?", &armor);
wait(250);
say_stop("`1FIRE IN THE HOLE!", &armor);
wait(10);
int &flame = create_sprite(425, 287, 6, 512, 1);
// &flame doesn't need sp_base_walk because it's brain 6. Instead, use sp_seq(&flame,512) so the animation will start.
// sp_base_walk(&flame, 512);
sp_seq(&flame,512);
sp_speed(&flame, 1);

//Move AFTER giving the sprite it's speed
move_stop(&flame, 2, 800, 1);
}
}