Try this one
Code:
define wave_amp, skill1;//set these skills in WED->properties
define wave_sp, skill2;
var water_vertex_array, [10000];//allows a waterplane of max 100x100 vertices
action nice_waves
{
var index;
var counter;
var number_of_vertices;
my.passable = on;
my.transparent = on;
if(my.skill1 == 0){my.skill1=1.5;}else{my.skill1=my.skill1;}
if(my.skill2 == 0){my.skill2=5;}else{my.skill2=my.skill2;}
while(1) {
number_of_vertices = ent_vertices(my);
water_vertex_array[ent_vertices(my)];
while (counter < number_of_vertices)
{
water_vertex_array[counter] = random(360); // set random values in vertex_array
counter += 1;
}
index = 0;
while (index < number_of_vertices)
{
vec_for_mesh(temp, my, index); // store the vertex coordinates in temp
temp.z = sin(counter + water_vertex_array[index]) * my.wave_amp; // change the z component
vec_to_mesh(temp, my, index); // deform the terrain entity
index += 1;
}
counter += my.wave_sp * time_step;
wait(1);
}
}