[quote data-userid="1935" data-postid="87827"]
[quote data-userid="642" data-postid="87826"]
Are you thinking of having Dizzy die like in Dizzy I? Where he flies apart every time he touches a bird? That would mean changing functions in the handlers.gs and player.gs files.
[/quote]
Yes, that's exactly what I'm trying to do. :tup:
I have already created the death animation (Dizzy's body shrinks).
I think that the flying arms and legs have to be coded with x-y coordinates / player position / room position. The same then mirrored in the respawn. Has this been implemented in a DizzyAGE game so far? {yolkfolk}:puzzled:
Best regards
Kalle
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There is a remake of Dizzy I on yolkfolk.com. The best thing would be to look at the code in that.
But I can help you with one thing. To make Dizzy die instantly, find this part of HandlerPlayerUpdate()
// Check Player must die
if(PlayerGet(P_LIFE)<0) PlayerSet(P_LIFE,0); if(PlayerGet(P_LIFE)<=0 &&
PlayerGet(P_STATUS)!=STATUS_SCRIPTED) if( (PlayerGet(P_MATCENTER)==MAT_WATER) ||
PlayerGet(P_STATUS)==STATUS_IDLE ) // only if in water or in idle
{
if(PlayerGet(P_MATCENTER)==MAT_WATER) ScrRequest( gs_fid("PlayerPlayDeadWater") ); else ScrRequest( gs_fid("PlayerPlayDead") );
}
...and delete everything except this:
// Check Player must die
if(PlayerGet(P_LIFE)<0) PlayerSet(P_LIFE,0); if(PlayerGet(P_LIFE)<=0 &&
PlayerGet(P_STATUS)!=STATUS_SCRIPTED) ScrRequest( gs_fid("PlayerPlayDead") );
The only problem would be if you wanted to have water play in your game - I've deleted the bit that makes Dizzy drown.