OK, i added it in with no errors, but i still am not falling:
Code:
Action player_walk
{
player = me;
player.healthpoints = 500;
player.items = 0;
player.armour = 20;
player.attack = 30;
str = 35;
while(player.healthpoints > 0)
{
vec_set(temp, my.x); // makes it so temp is always starts at my.x
temp.z -= 4000; // set how far to trace
trace_mode = ignore_me+ignore_sprites+ignore_models; // sets the trace
air = trace(my.x, temp); // see's if player will hit ground sometime
if(air > 3) //if the player is still in the air
{
player_speed = -12 * time; // sets how fast you fall
}
else
{
player_speed = 0; // makes sure you dont fall anymore
}
camera.x = player.x - 200*cos(player.pan);
camera.y = player.y - 200*sin(player.pan);
camera.z = player.z + 100;
camera.pan = player.pan;
camera.tilt = -20;
my.pan += 4*(key_a - key_d)*time-20*mouse_force.x*time;
compass += 6*(key_a - key_d)*time-20*mouse_force.x*time;
player_speed.x = 15*(key_w - key_s)*time;
player_speed.y = 0;
player_speed.z = 0;
If((key_w +key_s)!= 0)
{
ent_cycle("run", my.skill20);
my.skill20 += 8*(key_w - key_s)*time;
my.skill20 %= 100;
}
else
{
if(mouse_right != 1)
{
ent_cycle("stand",my.skill20);
my.skill20 += 2 * time;
my.skill20 %= 100;
}
else
{
If(weapon_equip == 1)
{
ent_vertex(my.sword_tip, 500);
ent_vertex(my.sword_base, 20);
trace_mode = ignore_me + ignore_passable;
trace(my.sword_base, my.sword_tip);
if(result != 0)
{
if(you != null) {you.healthpoints -= 2 * str * time;}
}
ent_cycle("attack", my.skill22);
my.skill22 += 8 * time;
}
}
}
move_mode = ignore_passable;
ent_move(player_speed, nullvector);
wait(1);
}
If(player.healthpoints <= 0)
{
player.healthpoints = -1;
death_text.visible = on;
my.skill22 += 100 * time;
ent_cycle("death", my.skill22);
}
}