it dont knows the panel
like reading a book you start white the first page and then to the next not from page 200 to 1 to 150 enz.

like using a var and the you define it

Code:


path "C:\\Program Files\\GStudio6\\template"; // Path to WDL templates subdirectory


include <movement.wdl>; // libraries of WDL functions
include <messages.wdl>;
include <menu.wdl>; // menu must be included BEFORE doors and weapons
include <particle.wdl>; // remove when you need no particles


// Starting engine values
ifdef lores;
var video_mode = 4; // 320x240
ifelse;
var video_mode = 6; // 640x480
endif;
var video_depth = 16; // D3D, 16 bit resolution
var fps_max = 50; // 50 fps max

/////////////////////////////////////////////////////////////////
// define a splash screen with the required A4/A5 logo
bmap splashmap = <logodark.pcx>; // the default A5 logo in templates
panel splashscreen { bmap = splashmap; flags = refresh,d3d; }

var right_health = 100;
var left_health = 100;
bmap left_health_map = <left_health.pcx>;
bmap right_health_map = <right_health.pcx>;
panel left_health_pan
{
pos_x = 20;
pos_y = 30;
layer = 1;
hbar = 0,0,200,left_health_map,2,left_health;
flags = d3d,overlay,refresh;
}
panel right_health_pan
{
pos_y = 30;
layer = 1;
hbar = 0,0,200,right_health_map,2,right_health;
flags = d3d,overlay,refresh;
}

function main()
{
fps_max = 50;
warn_level = 2; // announce bad texture sizes and bad wdl code
tex_share = on; // map entities share their textures
// center the splash screen for non-640x480 resolutions
splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
splashscreen.visible = on; // set it visible
wait(3); // wait 3 frames (for triple buffering) until it is renderight and flipped to the foreground
// now load the level
load_level (<fighting.wmb>);
// wait the required second, then switch the splashscreen off.
waitt(16);
splashscreen.visible = off;
bmap_purge(splashmap); // remove logo bitmap from video memory
load_status(); // load some global variables, like sound volume


camera.pan = 90;
camera.tilt = 0;
camera.x = 0;
camera.y = -244;
camera.z = 46;
}
right_health_pan.pos_x = screen_size.x - (bmap_width(right_health_map) + 20);
right_health_pan.visible = on;
left_health_pan.visible = on;
}





"empty"