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).

