Q: I tried your physics demo from Aum36 but it didn't work with A6.20 commercial. Am I doing something wrong?
A: No, it was my fault. I have tested the code with A6.20 professional and it worked ok because this version doesn't have the 1 physics object limit. I thought that phent_enable increases / decreases the physics object counter in A6 commercial, but the instruction that is responsible for that is phent_settype (thank you Marco for clearing that up) and this makes my method useless. Well, I wrote some code that allows you to have an unlimited number from those bouncing lamps and should work with all the A6 editions (it isn't using the physics engine at all). Click here to download the full project.

Q: I'm trying to use different panels for different views. Let's say that I use panel1 for 1st person view, and then, when I press F7 to the next view (say 3rd person view) it turns off panel1 and changes to panel2. How can I do that?
A: Use the code below:

bmap first_pcx = <first.pcx>;
bmap third_pcx = <third.pcx>;

panel panel1
{
bmap = first_pcx;
pos_x = 0;
pos_y = 0;
layer = 25;
flags = overlay, refresh;
}

panel panel2
{
bmap = third_pcx;
pos_x = 0;
pos_y = 0;
layer = 25;
flags = overlay, refresh;
}

starter check_camera()
{
while (player == null) {wait (1);}
while (1)
{
if (person_3rd == 0)
{
panel1.visible = on;
panel2.visible = off;
}
else
{
panel1.visible = off;
panel2.visible = on;
}
wait (1);
}
}

Q: How can I create an analog clock?
A: Click here to download a standalone project.

Q: I like your physics code in AUM36, it is quite impressive. I was wondering, though, how you made the movie?
A: Paste the code below at the end of your script, and then press "C" to start the capture. Exit the game and you will see many screenshots in your game folder; move them to a new folder and assemble them as a movie using a video editing tool (Animation Shop that comes with Paint Shop Pro, etc).

var shot_number = 1;

starter create_movie()
{
while (key_c == 0) {wait (1);}
while (1)
{
screenshot ("shot_", shot_number);
shot_number += 1;
wait (1);
}
}

Q: How do I create a ball that picks a random speed and a random direction? And how do I make it bounce off the walls in a random direction?
A: Click here to download the full project.

Q: We use the chopper code aka takeoff.wdl to make our own in-game cut scenes. We are wondering if you can tell us how to make the chopper fly away and return to the game without shutting down the engine.
A: Click here to download the modified takeoff.wdl file.

Q: Can you add the code for speed boost to your AI car demo? When a car collects some item it gets a speed boost for a few seconds.
A: Click here to download the modified project.

Q: I use your car AI and when I crash the car into walls, I'd like it to move a bit backwards, like in a real crash.
A: Click here to download the modified project.

Q: What I am trying to achieve as far as player movement seems to be a standard movement among most 3rd person games (Maximo, Metal Gear Solid, Rygar, Devil May Cry, etc). When the player pushes forward the character moves forward. When the player pushes back the character turns and moves backwards. The character will rotate and basically move in the direction the player desires. Can anybody help?
A: Click here to download a standalone project.

Q: In Aum18 there's an inventory workshop; it has a ring which's used to cast a fire that's so great, but the fire doesn't hurt anyone...
A: Click here to download the modified project (includes an enemy).