May 3, 2023 at 10:38 PM
Junior Member

"Wow! The more I drink of this magical beverage, the more games I can play! Wheee!"
Join Date: Apr 27, 2023
Location:
Posts: 21
Age: 17
Pronouns: she/her
This is continuing a discussion about my mod that ended up branching away from just org adding, so I thought I should quickly scoot over to a new thread to avoid getting warned for going offtopic. Title explains all, I can't animate or delete entities, only make them face different directions (through the "spawn in alternate direction" flag). No idea what's going on here. All I'm trying to do is animate Quote and Curly.
Here's the few events where the important shit actually goes on (as in, it's part of the same cutscene that carries on from the intro room (introCut):
<FL+0001 is supposed to be my way of ridding of the NPCs permanently, so when the player re-enters the map, the Quote and Curly dummies don't re-appear. You can't actually... exit the map yet, since this is just the intro cutscene and transitioning to being able to play the game, but like, I can't continue till I figure out what's going wrong with the NPs.
As to why this isn't working is beyond me. Quote is 150 and Curly is 117, and I literally followed the ANP.txt to get the right numbers. So... am I missing something? Is it BL 0.5.1.1? Or did the mus data patch actually mess something up this time?
(Also, why there are separate MSGs for Quote's responses is because I wanted specifically that text to display instantly, and I fear not starting new MSGs will cause the rest of the text to display instantly, which I don't want.)
Here's the few events where the important shit actually goes on (as in, it's part of the same cutscene that carries on from the intro room (introCut):
Code:
#0112
//set music to Chasm, hide Quote, freeze game, animate Curly to turn her back, then animate Quote to turn his back.
<CMUCHASM.ORG
<HMC<KEY<ANP0117:0020:0000<ANP0150:0080:0000
//fade in from right and wait 400 ticks.
<FAI0000
<WAI0400
//fac 0025 = squint-ish facesprite for Curly
//fac 0019 = happy sprite for Curly
<MSG<FAC0025Well, it looks like all
the birds have gone away
for now.<NOD
<CLR
<FAC0019That was fun though,
right Quote?<YNJ0114
<CLO
<MSG<FAC0000<TUR(You nod yes.)<NOD<CLO
<MSG<FAC0019I agree...<WAI0010
"birdwatching", huh...?<NOD<EVE0113
#0113
<MSG<FAC0019Well, I'm heading back
inside.<WAI0010
Feel free to come with,
of course!<NOD<CLO<MNP0117:0016:0016:0002
<DNP0117<DNP0150<FL+0001<SMC
<END
#0114
<MSG<FAC0000<TUR(You stay neutral...)<NOD<CLO
<MSG<FAC0020Ah, I see...<NOD
Well, everyone has their
own interests. No offense
taken.<NOD<EVE0113
<FL+0001 is supposed to be my way of ridding of the NPCs permanently, so when the player re-enters the map, the Quote and Curly dummies don't re-appear. You can't actually... exit the map yet, since this is just the intro cutscene and transitioning to being able to play the game, but like, I can't continue till I figure out what's going wrong with the NPs.
As to why this isn't working is beyond me. Quote is 150 and Curly is 117, and I literally followed the ANP.txt to get the right numbers. So... am I missing something? Is it BL 0.5.1.1? Or did the mus data patch actually mess something up this time?
(Also, why there are separate MSGs for Quote's responses is because I wanted specifically that text to display instantly, and I fear not starting new MSGs will cause the rest of the text to display instantly, which I don't want.)