Q: Could you please show me how to use a first person view camera with your Sword Combat code in Aum12?
A: Click here to download the modified script file.

Q: I would like to have a looping sound attached to one of the robot-scripts. How can this be done?
A: Here's the code for the modified robot2 action; the new lines of code are red.

sound patrol_wav = <patrol.wav>;

ACTION robot2
{
ent_playloop (my, patrol_wav, 200);
MY._FORCE = 2;
MY._FIREMODE = DAMAGE_SHOOT+FIRE_PARTICLE+HIT_FLASH+0.05;
MY._HITMODE = HIT_GIB;//HIT_EXPLO;
MY._WALKSOUND = _SOUND_ROBOT;
anim_init();
drop_shadow(); // attach shadow to robot
actor_fight();
// if(MY.FLAG4 == ON) { patrol(); }
// create(<arrow.pcx>,MY.POS,_ROBOT_TEST_WATCHER); // used to activate watcher drone
}

Q: How could I implement a panel that will fade in and out depending on the player's pan angle? The panel would simulate a fullscreen flare effect.
A: Use the code below.

bmap flarepan_tga = <flarepan.tga>;

panel flare_pan
{
pos_x = 0;
pos_y = 0;
bmap = flarepan_tga;
flags = overlay, refresh, transparent, visible;
}

starter show_flare()
{
while (player == null) {wait (1);}
while (1)
{
if (player.pan < 180)
{
temp.x = 360 - player.pan;
}
else
{
temp.x = player.pan;
}
player.pan %= 360;
flare_pan.alpha = temp.x * temp.x / 1500; // play with "1500"
wait (1);
}
}

Q: I was able to associate the problem I'm having with a .sav file that is created when I run my project. When I delete it, everything works ok. Is there anything I can do to turn this thing off?
A: Open menu.wdl and add a line of code to function save_status()

function save_status()
{
return;
ifdef old_a52;
save_info(INFO_NAME,0);
ifelse;
game_save(app_name,0,SV_INFO+SV_STRINGS+SV_BMAPS);
endif;
}

Q: Is there anything that would cut off the display of a text object? I mean out of nowhere, it justs stops displaying the string even though there is plenty of room left to display it?
A: This was a bug in one of the early A6 versions. Download the new update and the problem will disappear.

Q: How can you create a panel that only appears under certain conditions? For example a special panel coming up when you reach full health.
A: Use the code below:

bmap full_pcx = <fullhealth.pcx>;

panel full_pan
{
pos_x = 0;
pos_y = 0;
bmap = full_pcx;
flags = overlay, refresh;
}

starter show_panel()
{
while (player == null) {wait (1);}
while (1)
{
if (player._health == 100)
{
full_pan.visible = on;
}
else
{
full_pan.visible = off;
}
wait (1);
}
}

Q: I was wondering if there was any way to have my character smoothly go from the final frames of the walk cycle into the first frames of the standing cycle.
A: Use the code sample below:

.................................................

while(my.skill20 < 100)
{
ent_cycle("walk", my.skill20);
ent_blend("stand", 0, my.skill20);
my.skill20 += 10 * time;
wait(1);
}

................................................

Q: Any tips on how to make my game panels have the same size on all resolutions?
A: This feature is available only in the A6 beta version at the moment. Take a look at the code below to see how it works.

bmap ammo_pcx = <ammo.pcx>;

panel ammo_pan
{
pos_x = 0;
pos_y = 0;
bmap = ammo_pcx;
flags = overlay, refresh, visible;
}

starter adjust_panel()
{
while (1)
{
if (video_mode == 6) // 640 x 480 pixels?
{
ammo_pan.scale_x = 1;
ammo_pan.scale_y = 1;
}
if (video_mode == 7) // 800 x 600 pixels?
{
ammo_pan.scale_x = 800 / 640;
ammo_pan.scale_y = 600 / 480;
}
if (video_mode == 8) // 1024 x 768 pixels?
{
ammo_pan.scale_x = 1024 / 640;
ammo_pan.scale_y = 768 / 480;
}
wait (1);
}
}

Q: I'm wondering what I would do to change the camera from the path it's on to the normal 1st person view.
A: Use two different views: camera and second_camera. Define and use second_camera for the path and then use the camera for the 1st person view.

function main()
{
....................
camera.visible = off;
second_camera.visible = on; // show second_camera on the path
}

function switch_cameras()
{
second_camera.visible = off;
camera.visible = on; // show the 1st person view
}

on_s = switch_cameras;