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March 28th, 08:29 PM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
So the crawl into a hole warps sometimes don't play the animated sequence in DinkHD, but they do in freedink.

Looking at my scripts versus original Dink game for crawl hole warps, I can't see any functional difference other than I'm attaching the script to sprite 1000 before doing the map change

My script
//hole to Goblin's Lair

void main( void )
{
preload_seq(452);
preload_seq(850);
sp_touch_damage(&current_sprite, -1);

}

void touch( void )
{
freeze(1);
int &acrap = free_items();
if (&acrap < 1)
{
 move_stop(1, 2, 200, 1);
 say("I'd better get rid of some stuff first.", 1);
 unfreeze(1);
 return;
}sp_x(1, 492);
sp_y(1, 172);
sp_seq(1, 452);
sp_frame(1, 1);
sp_nocontrol(1, 1); //dink can't move until anim is done!
sp_touch_damage(&current_sprite, 0);
sp_brain(1, 0);
wait(2000);
script_attach(1000);
fade_down();
//take Dink to Goblin's Lair
&player_map = 8;
sp_x(1, 315);
sp_y(1, 350);
load_screen(8);
sp_brain(1, 1);
draw_screen();
fade_up();
kill_this_task();


script for s1-hole from original game
void main( void )
{
preload_seq(452);
}

void touch( void )
{
if (&life < 1) return;

freeze(1);
sp_x(1, 274);
sp_y(1, 195);
sp_seq(1, 452);
sp_frame(1, 1);
sp_nocontrol(1, 1); //dink can't move until anim is done!
sp_touch_damage(&current_sprite, 0);
sp_brain(1, 0);
wait(2000);
sp_brain(1, 1);
&player_map = 131;
sp_x(1, 289);
sp_y(1, 377);
load_screen(131);
draw_screen();
}


Removing the script_attach(1000) doesn't seem to help, as screen stays black, although you can warp back out. But if you go through once and try again, (with the script_attach line back in) it seems to work, so it must be a loading into memory thing, although my script has a preload_seq in the main procedure...