Thanks TestDummy I will look over this code yet, its a little beyond me at the moment.
Ive got over the panel stealing by enemies by manually defining panels globally
PANEl* panel1.....10
and then in my enemy action I use an enemy ID to create a panel for them
entity_handle[entity_count] = handle(me);
entity_count += 1;
if(ptr_for_handle(entity_handle[0])==me)
{panel1 = pan_create("blah blah blah");}
if(ptr_for_handle(entity_handle[1])==me)
{panel2 = pan_create("blah blah blah");}
and so on....
What would be really cool is if I can just create a string defined as "panel" and add entity_count to the end so creating "panel1" if the count is at 1, "panel2" if the count is at 2, etc.
With this string is it possible to then convert the string to actual compiled code?
So I could then go
my_panel_string(compiled as panel1..10)= pan_create("blah blah blah");}
Thus creating one panel locked to each enemy?
Last edited by TigerTao; 06/20/08 18:50.