Any suggestions to how to animate triggered draw_0 to draw_3 brush/object?

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Captain Jonesy
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Joined: Mon Feb 15, 2010 12:27 pm

Post by Captain Jonesy » Wed Oct 20, 2010 5:22 pm

Yeah, changing the status property back to 1 allows the flame move across the screen once, you're right delta but trying enable to flame to move across for every item given to the dragon in the whole player duration like item puzzle.

I'm trying enable some kind of restart for the flame, repeat the flame movement and previous location for each item given. Here's example below (each item will have the same code - only showing one item "skull" ID=104 and "flame" ID =1004 for this example):

Code: Select all

func UseObject_1003( idx )///dragon
{
if(idx==ObjFind(104))////skull
    {
        InventorySub(idx);
Message2(5,6,"So I have no problem\nkilling you"); MessagePop(); 
        idx = ObjFind(1004);// dragon flame
        ObjSet(ObjFind(1004),O_DISABLE,0);
        ObjSet(ObjFind(1004),O_STATUS,1); // enable flame loop 
        ObjSet(ObjFind(1004),O_DRAW, 3); //Draw flame
        ObjSet(ObjFind(1004),O_MATERIAL, 3);//Kill material 
         GameCommand(CMD_REFRESH);     
}
 func UpdateRoom_1_3() 
{
idx = ObjFind(1004); ///// Dragon flame
if(ObjGet(ObjFind(1004),O_STATUS)==1)
{
if (ObjGet(idx,O_DISABLE) == 1) return; /// flame is not active so exit
ObjSet(idx,O_X,ObjGet(idx,O_ X) -3); /// moves left
if (ObjGet(idx,O_ X) <=250) /// where the flame vanishes.
ObjSet(idx,O_DISABLE,1); /// flame disappears              
ObjSet(ObjFind(1004),O_STATUS,0);  
} 
else
if(ObjGet(ObjFind(1004),O_STATUS)==0)
{
ObjSet(ObjFind(1004),O_DRAW,0); //Draw flame
ObjSet(ObjFind(1004),O_MATERIAL,0); 
ObjSet(idx,O_X,434);
 } 
}


I hope that makes sense and yet again thanks in advance for your input.

Jonesy

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