Most asked questions

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Q: Did anybody have problems with sky domes? I can see them in the list of the models in Wed but when I place them in the level they don't seem to appear.
A: The spheres used as sky entities have big sizes and they will not be displayed in Wed if your "View Depth" is too small. Select one of the views, then press and hold the "+" key and the model will be visible.

Q: I have some hanging lights in my level that I want to look red and emit red light as well. How can I achieve realistic lighting on mdls?
A: Attach this piece of code for your light bulbs:

action light_bulb
{
   my.light = on;
   while (1)
   {
       my.lightrange = 200 + random(20); // make it flicker a little
       my.lightred = 250;
       my.lightgreen = 50;
       my.lightblue = 0;
       wait (1);
   }
}

Q: How do I make it so when I fall inside a hole I go to the next level?
A: Place a wmb entity inside the hole and attach it the following action:

string level2_wmb = <office2.wmb>;

action change_level
{
   while (player == null) {wait (1);}
   while (vec_dist (my.x, player.x) > 100) {wait (1);}
   level_load(level2_wmb);
}

Q: Is it possible to press a button to skip a splash screen?
A: Take a look at the code below:

var counter = 0;

function main()
{
   .......................
   // now load the level
    level_load(office_wmb);

   while (counter < 100)
   {
       counter += 1 * time; // visible for about 7 seconds
       if (key_space == 1)
       {
           break; // get out of the loop
       }
       wait (1);
   }

  splashscreen.visible = off;
  ........................
}


Q: The sword combat script in Aum12 uses vec_for_vertex to get the vertex for player's sword. I want to use vec_for_vertex for the enemy sword as well. How does vec_for_vertex know whose vertex is it referring to: player or enemy?
A: Vec_for_vertex has 3 parameters: vector, entity, number; "entity" can be a pointer to any entity or you can use the predefined keyword "my". If this is the case, vec_for_vertex will get the vertex coordinates from "my", the entity that has this action attached to it.

 

Q: I have created a level with some warlocks. When I change their health and start the level, they turn around and walk back against the wall. I use the action actor_walk_fight.
A: The actors that use that action were instructed to run away if their health is 30 or less points. Set their initial health to a bigger value or change the value for MY._I_COWARDICE in war.wdl.

 

Q: Is there any way to mix map entities and sprites in order to create a prefab?
A: No, but you can add the sprites at runtime using ent_create in the action attached to the map entity.

 

Q: Is there a way to replace the skill numbers in WED with alpha - numerical text?
A: Place the code below at the end of your office.wdl file, place an entity in Wed and attach it the action light_source.

define red skill1;
define green skill2;
define blue skill3;
define range skill4;

// uses red, green, blue, range
action light_source
{
    while (1)
    {
         my.lightred = my.red;
         my.lightgreen = my.green;
         my.lightblue = my.blue;
         my.lightrange = my.range;
         wait(1);
    }
}

You will see the following window in Wed:


Q: How can I change the frames for an entity using the keys "+" and "-"?
A: Try this piece of code:

action change_frames
{
   my.frame = 1;
   while (1)
   {
       if (key_sz == 1 && my.frame >= 1)
       {
           my.frame -= 1;
           while (key_sz == 1) {wait (1);}
       }
      if (key_equals == 1)
      {
           my.frame += 1;
           while (key_equals == 1) {wait (1);}
       }
       wait (1);
   }
}