1. Put a call to tile_num in the critter_p_proc procedure to check if the critter is in one of the tiles. If it is at A, move it to B, else if at B move to A etc. Use animate_move_obj_to_tile to move the critter. You could also put the above in a timed procedure to avoid calling tile_num so often.
No. talk_p_proc is a procedure and it must be declared in the script (but you have declared it, so that it not the problem.) Reply and NOption are defined in command.h IIRC.
There is the noids IPP decompiler, but I don't have a link to it at hand. A number of the script sources can be found...
I don't see anything wrong with it. But just in case, double check if you have updated scripts.h (in the mapper directory), scripts.lst (in the game directory) and that your script, bill.int is really in the right directory. Also, if you are using Dscript, there is a new version out that fixes a...
Well, yes and no. Some of the macros in command.h already include a semicolon after the macro, some of them don't. Furthermore, you can't put a semicolon after some of the macros because the macro might be a an if statement or a while statement (this works in C/C++/Java but not in Pascal)...
See map_var, local_var and set_map_var, set_local_var. You need to update a couple of files to use variables, see the link in my sig, and go to the scripting tutorial, section bits and pieces.
I discovered that the code leads to integer overflows for larger values. This should work better, although the results will be rounded up instead of down. It also fixes the problem with sqrt(1)
result := 0;
while (n - (result * result) > 0) do begin
result := result + 1...
Here is a brute force algorithm: (the result is the real sqr with fractions dropped):
procedure someProc begin
variable n; // set n to be the number whose root you want to compute
variable result; // result will contain the root when we are done
variable min; // temp...
About the functions. Take a look at these commands in the manual for starters:
kill_critter (to kill the critter)
gfade_out / gfade_in (to fade the screen)
create_object (to create gecko
Well, TBH, sometimes the game just crashes for no good reason. But there are a couple of things you can try out. Make sure you edit all the entrances to artemple so that they will put dude in a location that exists. I.e a valid hex and a valid level of the map. Do the same for all exits from...
You'll have to deal with the car in your map script. Check out fro instance ARBRIDGE.ssl. Basically, you destroy and create the car each time the map is entered and left.
Not sure if this is helpful, but here is a link to the specification of the gzip format.
http://www.gzip.org/zlib/rfc-gzip.html
If you don't want to write/port the gzip stuff yourself, you still have a couple of options:
1) Try to find a pascal library that implements gzip. I'm sure...
You need to play the VSUIT_MOVIE. It's hardcoded in the game. Try reading this thread, over at DAC (it's a long thread, I warn you)
http://www.duckandcover.net/forums/viewtopic.php?t=4888