Yes Davidus, and very easily too. All the 'skills' in 3dgs, that is entity, particle, or materials skills,
are already being stored in vector type format, so you can simply place a skill# reference in any
vector function, and that skill and the following two will be processed as if it WAS a vector.
As an example, BOTH of the following code chunks do the same thing.
Code:
//safely set_vector to 10,20,30
vec_set(my.skill30, vector(10,20,30) );     

//safely set_vector to 10,20,30 the long way
my.skill30 = 10;
my.skill31 = 20;
my.skill32 = 30;

//either of which may be followed by

vec_scale(my.skill30, 0.1);   //divide vector by 10
//which makes my.skill30=1, my.skill31=2 and my.skill32=3

This "synthetic vector" type of access can be used pretty much anywhere that real vectors are used.
And which skill number you use is un-important as long as there are two skills left following it.
This is an invaluable way of attaching vector data to entites.

Is this what you mean?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial