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).
#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...