posted 11-11- 06:11 AM CT (US)
hmm, i dont see why visions is working that way for you. there are ways to do the same thing without messing with visions, for instance:open main.c and find the bottom of the variable list
make a new variable, name it &rockotron or something, perhaps.
so your line in the main.c (if you did it right) should look like this:
make_global_int("&rockotron", 0);
0 is the value of rockotron.
now, say we want the rock to be seen now but gone after a certain thing happens. the change in rockotron's value will trigger our rock to launch into outter space. consider attaching a script such as this to the rock.
void main( void)
{
if (&rockotron == 1)
{
sp_active(¤t_sprite, 0)
}
}
thats all you need! giving sp_active of zero to the rock will render it gone. so whenever you want the rock to be gone make &rockotron equal to 1, if you dont know the line for this, consider the following:
&rockotron = 1;
you can put that line in another script, say after dink gives the rock destroyer a can of beer in turn for removing the rock.