Author
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Topic: Dink ini help
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FF4LIFE |
posted 09-06- 06:24 PM CT (US)
When I edit a sprites hardbox manualy in Dink edit, i make it good, then hit S and here a sound. But it doesn't save it. When i start up my game its back to how it was. I have the feeling its not saving it in Dink.ini, but i have no idea how to fix that. Help please!PS Please look at my previous question, I need it answered to continue my DMod
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Nexis
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posted 09-07- 11:07 PM CT (US)
The only thing I can think of is that you may have exceeded the amount of set_sprite_info's that you can use (around 500 or something). Check to see how many you have in the dink.ini file (they will be at the very end). Make sure to also delete duplicates (there are already around 30+ before you even start making modifications to the file) |
Gerben
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posted 09-08- 02:44 AM CT (US)
Also, make sure you reload the entire game. Not just restart. The Dink.ini file gets loaded only in the beginning. Same goes for adding new graphics. |
FF4LIFE
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posted 09-09- 11:08 AM CT (US)
Wait, I think I know what's wrong. Do I need a set_sprite_info for whatever I want to manualy edit? Because I didn't even know about those. I just put the info after the load_graphics_now command, but for some it doesn't work. I'll make a set_sprite_info for the ones I want then try it.Thanks =) |
Nexis
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posted 09-09- 05:17 PM CT (US)
Actually, whenever you save the new hardbox in dinkedit it will create set_sprite_info for you (you can also later take that information from a single sprite in the sequence and put the numbers after the load_sequence to have the entire sequence have that hardness). |
FF4LIFE
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posted 09-10- 06:03 PM CT (US)
Yeah, I see that now. I have like 670 lines, so its gonna take a while to get rid of the ones i don't need.Recently I came across another weird fluke. I made a couple of globals, but I can't make them go up. I don't have the max number of 200. And its only a few globals that when I type: &pie = 1; it doesn't change pie to 1! I have no idea what it is but this kind of stuff seems to happen a lot to me so it probebly has a logical explanation. |
Nexis
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posted 09-10- 08:47 PM CT (US)
It's probably the variable bug that's in dink. Do you have any variable called &pi?Let's say you have a variable called &pi and &pie. Whenever you try to change the &pie variable it will instead change the &pi variable instead because "&pi" is contained within the variable "&pie". It's fine however if you only have variables called "&pie1" and "&pie2". |
FF4LIFE
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posted 09-11- 04:12 PM CT (US)
Hmm, no, I don't have any similar variables. Just the most recent variables i made, pie and bell, don't work correctly. |
Unthinkable
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posted 09-22- 05:33 PM CT (US)
Try a "test" sprite in the room with likesay("The value of Blah is &blah",¤t_sprite); in the talk section thus when you talk to it, it will tell you the value of blah before and after you change it(or try to change it) |
FF4LIFE
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posted 09-24- 07:20 PM CT (US)
I did try that, and for the globals I was talking about it pretended they weren't globals. Like, i typed say("pie is at &pie", ¤t_sprite); and it said: pie is at pie But i deleted some globals i didn't use, shuffled them around a bit, and it all seems to be working now. I still don't know, because I was over the said limit, but as long as it works I don't care ;)-FF4LIFE |