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June 5th 2016, 05:40 AM
duck.gif
Toof
Peasant He/Him
I disagree. 
I had no idea about sp(), I'm downloading the DinkC reference again [sp for sprite i get that]. Problem with brains is that usually ppl talk, so they have the same brain value. Controling several sprites in a cutscene conversation is easy when you create them from scratch, but they dissapear (I guess) when the screen is left. I needed this for some situations where I need to use existing ones. I'll poke around some other dmods some more.

Here's a few more questions:
1)
I've put a duck in the intro (&duck => brains = 0 brains, basewalk 5, no preloaded sequences). The duck is in the intro talking some nonsense, and at some point I need it to change direction toward north-west (or 7). So here's a piece of a code:

say("blahblah",&duck);
wait(300);
sp_dir(&duck,7);

Problem is, duck never turns. I've tried every number. This can be solved with move_stop command me thinks, but I'm still curious why sp_dir() doesn't work.

2)
How to change cutscene screen. Fadeout at 'nn screen' and continue on 'xy screen'?

@scratcher

Bob => Bobalina =? bobaliforgot... Where are you from?