kindanue's Profile
I just graduated with a degree in Music Composition from SMSU. I will be relocating to Colorado to attend graduate school in the same field. I discovered Dink over Christmas break (2001-2002) while searching for a free game to play.
: : : : Hey... I'm just making my first d-mod and i've come across a problem. When dink defeats the 'boss', a sequence is supposed to happen with the boss saying its last words etc.
: : : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : : it would be easy to just do the whole animation in the void die of the enemy script.
: : the problem is, the script is killed halfway the void die!
: huh? why? void die should be run when dink kills the sprite.
My guess is, he's creating the death seq manually, rather than letting the engine call it internally.
Load your death sequence into the "5" spot of the bosses base_walk. For example, if your bosses base_walk is 860, load the death sequence into 865. Then, when the boss dies, the sequence will be run automatically and in its entirety.
If you need more control than that, use script_attach(1000); at the begining of void die() , just remember to use kill_this_task(); when you're done.
: : : : But the problem is, that the engine kills the boss script before this sequence is finished. Can I prevent the script from being killed so soon, or should I pass the bosses sprite (or position) to another script that finishes this sequence?
: : : it would be easy to just do the whole animation in the void die of the enemy script.
: : the problem is, the script is killed halfway the void die!
: huh? why? void die should be run when dink kills the sprite.
My guess is, he's creating the death seq manually, rather than letting the engine call it internally.
Load your death sequence into the "5" spot of the bosses base_walk. For example, if your bosses base_walk is 860, load the death sequence into 865. Then, when the boss dies, the sequence will be run automatically and in its entirety.
If you need more control than that, use script_attach(1000); at the begining of void die() , just remember to use kill_this_task(); when you're done.
kindanue has released 2 files
| Title | Category | Avg | Updated |
|---|---|---|---|
| Midi Tutorial | Development, Tutorial | 8.4 | January 31st, 2002 |
| Lantern Flickering | Development | 8.5 | January 27th, 2002 |

8.4
9.9
6.6
3.9




