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WED won't find models that are not in the same directory than the level. Since the level is in no directory before being saved, it won't find any models until you save the level.




You can go to "object -> load entity", choose the filetype (mdl for models, hmp for terrains, ...) and load a model from any folder you wish. This will copy the model into your projectfolder and load it into WED.

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How come you have to reload the level in WED for it to recognise new behaviours? That's why I always had an empty list there...




I don´t know but I think that WED goes through the scripts when loading the level to search for such keywords as action, effect, ... . It just doesn´t do it all the time you modify the Scripts. But you could also type in the actions name without reloading. It is less comfortable, but works as well.

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It's just video_mode = 1;, without the var. You don't want to declare those as local variables, but change their value so level_load behaves correctly.




I mixed it up with the old c-script. You had to declare them there, global

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I assume this is the way to configure 3DGS? By assigning values to global variables?




You can do it this way at gamestart, but will have to call the functions (f.e. video_switch) for it later on.