move_stop() weirdness
Something else I can't get to the bottom of
using move_stop(¤t_sprite, 8, 400, 1);
Now this should move the ¤t_sprite down until y co-ordinate of 400 is reached and the script stops until that event has been achieved, but in the script I've got it doesn't happen. That line just gets skipped.
It is in a conditional if statement as part of the main procedure as it is part of a little cut scene if Dink enters the screen and &vision is switched from 0 to 1. The sprite the script is attached to is a vision 1 sprite.
move_stop() works outside of this script, for as a test I added it to a key script and moved Dink around without a problem.
Any clues?
using move_stop(¤t_sprite, 8, 400, 1);
Now this should move the ¤t_sprite down until y co-ordinate of 400 is reached and the script stops until that event has been achieved, but in the script I've got it doesn't happen. That line just gets skipped.
It is in a conditional if statement as part of the main procedure as it is part of a little cut scene if Dink enters the screen and &vision is switched from 0 to 1. The sprite the script is attached to is a vision 1 sprite.
move_stop() works outside of this script, for as a test I added it to a key script and moved Dink around without a problem.
Any clues?
Any chance of larger snippet of the code?
Is there a ; on the if (x == x) line breaking it, perhaps?
Unsure what the issue could be, but I assume the if statement works with a test say.
Is there a ; on the if (x == x) line breaking it, perhaps?
if (&variable == 0) { move_stop(¤t_sprite, 8, 400, 1); }
Unsure what the issue could be, but I assume the if statement works with a test say.
("If check", 1);
Could be as simple as
it should be move_stop(¤t_sprite, 2, 400, 1);
D'oh!
it should be move_stop(¤t_sprite, 2, 400, 1);
D'oh!
I'm sure you probably know this, but the direction numbers are aligned with the numpad (2 is down, 8 is up top, 6 on the right, etc) if you ever have trouble remembering which ones are which.