Thanks for all your help
@Me!: for the answer to #4, I have 2 questions: what do you mean by "one"? And all I want to do is give the same object a different mesh, I don't want to have to position it all over again
And for #5 what does object cull do so I know for the future?
Thanks,
GMX
EDIT: Ok, I tried making my own system for cataloging all the pumpkins in my game. It works (
) but...well, here is what I did (sorry, it's kind of long):
REM Project: FPS
REM Created: 9/19/2005 11:30:18 AM
REM
REM ***** Main Source File *****
REM
rem set camera collisions
automatic camera collision 0,0.5,0
rem load objects
rem pumpkins
rem -----------------------------------------------------------
pumpkin1=2 : load object "media/pmpkin.x",pumpkin1
numofpumpkins=8
dim pk(numofpumpkins-pumpkin1+1)
pk(0)=2
pumpkinnum=1
for x=pumpkin1+1 to numofpumpkins
pk(pumpkinnum)=x
pumpkinnum=pumpkinnum+1
instance object x,pumpkin1
next x
position object pk(0),-10,0,50
position object pk(1),40,0,100
position object pk(2),-30,0,130
position object pk(3),0,0,180
position object pk(4),60,0,2200
position object pk(5),150,0,110
position object pk(6),210,0,160
rem -----------------------------------------------------------
rem autocam off
autocam off
rem floor object
floorobj=1
make object box floorobj,5000,1,5000,
position object floorobj,0,-5,0
color object floorobj,rgb(40,40,40)
rem make the matrix
mainmatrix=1
make matrix mainmatrix,3000,3000,30,30
position matrix mainmatrix,-1000,-4,-100
position camera 0,40,-20
rem setup the level
gosub _setup_level
rem ----------------------------------------------------------------------
rem - Main loop -
rem ----------------------------------------------------------------------
do
rem control the player every step
gosub _player_control
rem position the camera correctly...
position camera camera position x(),camera position y(),camera position z()
loop
rem -----------------------------------------------------------------------
rem - End Main loop -
rem -----------------------------------------------------------------------
rem Functions:
rem Control the player
_player_control:
rem First store the camera's angle in 2 variables...
cx#=camera angle x(0) : cy#=camera angle y(0)
if upkey()=1 then xrotate camera 0,0 : move camera 0,1 : xrotate camera 0,cx#
if downkey()=1 then xrotate camera 0,0 : move camera 0,-1 : xrotate camera 0,cx#
if rightkey()=1 then yrotate camera camera angle y()+1
if leftkey()=1 then yrotate camera camera angle y()-1
return
rem -------------END---------------
rem Setup the level
_setup_level:
color backdrop rgb(222,104,0)
return
rem -------------END---------------
rem END OF PROGRAM
For some reason, there's only a camera collision with the first pumpkin. What's wrong?
Hey, I'm still a newb, so expect lots of questions from me.