Prowler Productions
  Dink Smallwood Forum
  Talk commands.

Post New Topic  
profile | register | faq

Author Topic:   Talk commands.
sketch posted 11-25- 11:59 PM CT (US)   Click Here to See the Profile for sketch   Click Here to Email sketch  
If anyone can help please do so, recently i've been making my new d-mod for the last ex'many month's and i have been having a hell of a lot trouble with talk commands eg:
void ...... (void)
{
&character == 0;
say_stop("whatever",);
&character = 1;
}
I've tryed every thing and i can not find anyway to write it so that it works, all my other scripts work fine but this kind is starting to piss me off...
And please tell me how you finish an intro script and make it finish so that when you re-enter the room so the script does not have to run again ... i hope you understand what im talking about...
Thank you so much!!
someone2 posted 11-26- 06:00 AM CT (US)     Click Here to See the Profile for someone2  Click Here to Email someone2     
Your example should be:

void talk(void)
{
&character = 0;
say_stop("whatever",1);
&character = 1;
}

For the intro script, do something like this:

void main(void)
{
if (&story > 0)
return;
&story = 1;

//add the intro stuff here
}

If you have lots of run-only scripts, you can use Paul's mad Dink trick (this may be confusing...):

void main(void)
{
int &run = editor_seq(2,-1);
if (&run == 1)
return;
editor_seq(2,1);

// enter stuff here
}

The advantages of the second way is that you don't need to have a global variable. The disadvantages is that you have no way of knowing whether or not that script has been run in another room.

Post New Topic  Post Reply
Hop to:


Contact Us | Prowler Productions

Powered by: Ultimate Bulletin Board, Freeware Version 5.10a
Purchase our Licensed Version- which adds many more features!
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.