Q:
I am using your security camera from Aum22. How can I scan for
entities every second instead of using a random value?
A:
Replace action security_camera with the one below:
action security_camera
{
my.ambient = -100;
my.skill1 = my.pan;
init_alarm();
while (1)
{
while (my.pan < my.skill1 + rotating_angle)
{
my.pan += 1 * time; // rotating speed
my.skill2 += 3 * time;
if (my.skill2 > 50)
{
start_scanning();
my.skill2 = 0;
}
wait (1);
}
while (my.pan > my.skill1 - rotating_angle)
{
my.pan -= 1 * time; // rotating speed
my.skill2 += 3 * time;
if (my.skill2 > 50)
{
start_scanning();
my.skill2 = 0;
}
wait (1);
}
wait (1);
}
}
Q: I'm
using your security camera (Aum22). What can I do so that whenever the camera
scans for entities, a small red light on the camera will be turned on and
off?
A: Add another skin to the camera model, painting
a red light where you need it, and add a new function like this at the beginning
of the script file:
function blinker()
{
my.skin = 2;
sleep (0.5);
my.skin = 1;
}
Call this function right after each function start_scanning() call:
action security_camera
{
.............................
start_scanning();
blinker();
.............................
start_scanning();
blinker();
.............................
}
Q:
Can you please modify your force field code from Aum26?
If I would set skill3 to 5 in Wed, the field would be on for 5 seconds
and off for 5 seconds, and so on.
A:
Click here to download the modified forcefield.wdl file.
Q:
Can you tell me how can I use health packs for the player
from Sword Combat (Aum12)?
A:
Use the code below:
action sword_combat_medic
{
my.passable = on;
while (player == null) {wait (1);}
while (vec_dist(my.x, player.x) > 70)
{
my.pan += 2 * time;
wait (1);
}
ent_remove(my);
player.healthpoints = min(200, player.healthpoints + 100); // limit healthpoints to 200
}
Q:
How could I create an abyss which would kill the player if it falls into
it?
A: Create an invisible wmb entity that has
the shape of the abyss (make it a little smaller) and use the code
below:
function kill_player();
define health skill30; // use your own skill here
sound scream_wav = <scream.wav>;
function kill_player()
{
snd_play(scream_wav, 100, 0);
while (player.z > -1000) // the player will fall until it goes 1000 quants below the origin in my example
{
player.z -= 50 * time;
wait (1);
}
player.health = 0; // the player is dead
}
starter player_abyss()
{
while (player == null) {wait (1);}
while (1)
{
vec_set (temp.x, player.x);
temp.z -= 10000;
trace_mode = ignore_me + ignore_passable + ignore_models + ignore_sprites + scan_texture;
trace (player.x, temp);
if (str_cmpi ("brickdark", tex_name)) // use this texture for your wmb abyss
{
kill_player();
return; // get out of here
}
wait (1);
}
}
action abyss // attach this simple action to your abyss wmb entity to make it invisible
{
my.invisible = on;
}
Q:
I
was wondering if you can attach a sprite to a model and turn it on
and off, depending on how close the model is to the camera.
A:
Use the code below:
function set_sprite();
string sprite_pcx = <sprite.pcx>;
action my_model
{
ent_create (sprite_pcx, my.x, set_sprite);
// put the rest of the code for your model here
}
function set_sprite()
{
while (1)
{
my.x = you.x;
my.y = you.y;
my.z = you.z + 50; // place the sprite 50 quants above the origin of the model
if (vec_dist (camera.x, my.x) < 100)
{
my.invisible = off; // show the sprite
}
else
{
my.invisible = on; // hide the sprite
}
wait (1);
}
}
Q:
I'd like to have a pulsing crosshair: white cross - red cross - white
cross.... Can you help?
A: Use this snippet:
bmap whitecross_pcx = <whitecross.pcx>; bmap redcross_pcx = <redcross.pcx>;
starter pulsing_crosshair()
{
while (1)
{
mouse_map = whitecross_pcx;
sleep (1); // play with this value
mouse_map = redcross_pcx;
sleep (1); // play with this value
}
}
Q:
How can I create a shootable target that spins when you shoot it?
A: Use the example below:
function rotate_me();
action shootable_target
{
my.oriented = on;
my.enable_impact = on;
my.enable_entity = on;
my.enable_shoot = on;
my.event = rotate_me;
}
function rotate_me()
{
var rot_speed = 40;
while (rot_speed > 0.5)
{
my.tilt += 2 * rot_speed * time;
rot_speed -= 3 * time;
wait (1);
}
}

Q:
How can I create a swarm of particles (bees, whatever) that keep rotating around
the player?
A: Use this example:
bmap bees_map = <bees.tga>;
function remove_bees()
{
my.x = player.x + 100 * cos(my.lifespan);
my.y = player.y + 100 * sin(my.lifespan);
my.lifespan -= 5 * time;
}
function swarm_init()
{
my.lifespan = 500;
my.alpha = 50 + random(50);
my.bmap = bees_map;
my.flare = on;
my.move = on;
my.size = 10;
my.z = player.z + (100 - random(200));
my.function = remove_bees;
}
starter swarm()
{
while (player == null) {wait (1);}
while (1)
{
effect(swarm_init, 10 * time, player.x, normal);
wait (1);
}
}