Tricky, you CAN define multiple entity pointers, but then youll need a different action for every entity.(More or less so anyway)

Easier like this(untested code), then an actual pointer to the Obstaculo entities is no longer required(no matter how many).
Code:
#define TIPO_OBJETO skill57 //type of object, for other tests

#define OBJECT_TYPE skill56    //type of object
#define OBSTACULO   1          //one type of object is an Obstaculo

action acao_obst_rampa1()
{
   my.OBJECT_TYPE = OBSTACULO;   //make ME an Obstaculo
   my.TIPO_OBJETO = 4;
   while (!player) { wait(1); }
   while(me)
   {
      my.pan += 1 * time_step;
      wait(1);
   }
}

---then later on, in the player script---

   ...
   VECTOR temp;  //not VECTOR temp[3]; 
   var dist_chao;   //distance to ground
   vec_set(temp.x, my.x);
   temp.z -= 5000;
   dist_chao = c_trace(my.x, temp.x, IGNORE_PASSABLE);
   if (hit.entity.OBJECT_TYPE==OBSTACULO)
   {   set (mypanel, VISIBLE);   } 
   else 
   {   reset (mypanel, VISIBLE); }
   ...
Ant problems or questions, ask away...


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