Most asked questions

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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);

  }

}

 

aum37_shot4aum37_shot5

 

 

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);

  }

}