Reply to Re: Script interference
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One more thing...
I'm scripting one sprite on the screen. He has void main(void) function, and he is talking with other characters on some random topics. But when I talk to him, the entire script attached to him stops working. The conversation doesn't even start. Is this a limitation to the engine, or is there a workaround?
Here's roughly how it looks like:
I'm aware that void main(void) stuff won't continue after talking, until I reenter the screen, but I just need void talk(void) to start...
Edit:
I'm also unsure how to use sp_gold() to check what to do next as someone mentioned before. There are many lines here. Should do the checking after each one? That only seems logical, but it would be
I'm scripting one sprite on the screen. He has void main(void) function, and he is talking with other characters on some random topics. But when I talk to him, the entire script attached to him stops working. The conversation doesn't even start. Is this a limitation to the engine, or is there a workaround?
Here's roughly how it looks like:
void main(void) { int &rand; loop: &rand = random(2,1); if(&rand == 1) { //conversation with other npcs, using say_stop_npc(); } //etc goto loop; } void talk(void) { //say_stop() and the rest }
I'm aware that void main(void) stuff won't continue after talking, until I reenter the screen, but I just need void talk(void) to start...
Edit:
I'm also unsure how to use sp_gold() to check what to do next as someone mentioned before. There are many lines here. Should do the checking after each one? That only seems logical, but it would be