almost forgot to post the script...
Code:
 
font fntmyseed = "Arial",1,30;
text txt_myseed{
	layer=1;
	pos_x=20;
	pos_y=20;
	font = fntmyseed;
	strings = 1;
	string  = "                                          ";
}
//---------------------------------------------------------------------------------------------
# object properties
var gv_myseed_dev[999999]; // object defined!
var gv_myseed_lod[999999]; // lod-level of the object
var gv_myseed_del[999999]; // detail-level of the object (0..9)
var gv_myseed_ptr[999999]; // pointer to object-entity
var gv_myseed_typ[999999]; // type of the object (0/1/2 = r/g/b)
var gv_myseed_mdlid[999999]; // id of the objects model;
var gv_myseed_x[999999]; // x-pos of the object
var gv_myseed_y[999999]; // y-pos of the object
var gv_myseed_z[999999]; // z-pos of the object
var gv_myseed_sclx[999999]; // x-scale of the object
var gv_myseed_scly[999999]; // y-scale of the object
var gv_myseed_sclz[999999]; // z-scale of the object
var gv_myseed_pan[999999]; // pan of the object
var gv_myseed_tilt[999999]; // tilt of the object
var gv_myseed_roll[999999]; // roll of the object
var gv_myseed_wind1[999999]; // wind1 of the object
var gv_myseed_wind2[999999]; // wind2 of the object
var gv_myseed_anm[999999]; // anim-cnt of the object
var gv_myseed_matptr[999999]; // default-material-pointer of the object

# object counter
var gv_myseed_cnt = -1;      // global object counter
var gv_myseed_curobj  = 0;   // global object index

# detail-level counter
var gv_detlevel = 0;

# trace-handle
entity* ge_myseed_ent;    // trace entity

# models for blue part of seedmap
text mdlos_myseed0{strings=3;string="mdl__weed4.mdl","mdl__weed5.mdl","wbgrasstall.mdl";}
# models for green part of seedmap
text mdlos_myseed1{strings=4;string="mdl__flow2.mdl","mdl__flow3.mdl","mdl__weed1.mdl","wbgrass.mdl";}
# models for red part of seedmap
text mdlos_myseed2{strings=3;string="mdl__shr16.mdl","mdl__shr2.mdl","mdl__shr9.mdl";}

# seedmap definition
var			gv_seedmapskin_myseed = 3;		// models skin id
bmap*		bmp_seedmap_myseed;
string		str_seedmap_myseed	= <>;		// only if extern seedmap (terrain-map will be used)

var gv_myseedobj_used[3];
var gv_myseeddichte[3];
var gv_myseedsmapsize[2];
var gv_myseedterrsize[2];
var gv_myseedcolrel[3];
var gv_myseedspread[3];
var gv_myseedformat;
var gv_myseedpstart[2] = 0, 0;
var gv_myseedtotal_scale[2];
var gv_myseedfx;
var gv_myseedfy;
//===================================================================================================
function scanline_myseed(lv_x){
var lv_y;
var lv_c;
var lv_col[3];
var lv_pixel;
var lv_alpha;
var lv_totdepth = 10;

		lv_y=gv_myseedsmapsize[1];
		while(lv_y>0){
			// get pixel & color
			lv_pixel = pixel_for_bmap(bmp_seedmap_myseed, lv_x, lv_y);
			pixel_to_vec(lv_col, lv_alpha, gv_myseedformat, lv_pixel);

			// seed
			lv_c=0;
			while(lv_c<3){
				// only if used
				if(gv_myseedobj_used[lv_c]){

					// set an object if neccesery
					if((gv_myseedcolrel[lv_c] && random(255)<lv_col[lv_c]*gv_myseeddichte[lv_c]*(lv_totdepth*0.001)) || (!gv_myseedcolrel[lv_c] && lv_col[lv_c]>0 && random(1)<gv_myseeddichte[lv_c]*(lv_totdepth*0.001))){
						temp.x = (my.min_x-my.x) + gv_myseedpstart[0] + (lv_x+1) * gv_myseedtotal_scale[0];
						temp.y = (my.max_y-my.y) + gv_myseedpstart[1] - (lv_y+1) * gv_myseedtotal_scale[1];
						// random placement in its area
						if(gv_myseedspread[lv_c]==on){
							temp.x+=-random(gv_myseedfx)*0.5+random(gv_myseedfx);
							temp.y+=-random(gv_myseedfy)*0.5+random(gv_myseedfy);
						}
						temp.z = my.max_z;
						vec_rotate(temp, vector(my.pan+0,my.tilt,my.roll));
						vec_add(temp, my.x);
						temp.z = my.max_z;

						// "create" object
						gv_myseed_cnt+=1;
						gv_myseed_ptr[gv_myseed_cnt] = null; // pointer to object (if exists)
						gv_myseed_typ[gv_myseed_cnt] = lv_c; // type of object (r/g/b)
						gv_myseed_x[gv_myseed_cnt] = temp.x;
						gv_myseed_y[gv_myseed_cnt] = temp.y;
						gv_myseed_z[gv_myseed_cnt] = temp.z;
						gv_myseed_pan[gv_myseed_cnt] = 0;
						gv_myseed_tilt[gv_myseed_cnt] = 0;
						gv_myseed_roll[gv_myseed_cnt] = 0;
						gv_myseed_wind1[gv_myseed_cnt] = 0;
						gv_myseed_wind2[gv_myseed_cnt] = 0;
					}
				}
				lv_c+=1;
			}
			lv_y-=1;
		}
}
//===================================================================================================
// must be set or included as/to the terrains action
action seed_myseed(){
var lv_x;
var lv_maxloops;

	// set models borders
	c_setminmax(me);


	// random seed
	lv_x=0;while(lv_x<2){random(1);lv_x+=1;}

	// get seedmaps bmp
	if(str_len(str_seedmap_myseed)>1){
		you=ent_create(str_seedmap_myseed,nullvector,null);
		you.invisible=on;you.passable=on;
		bmp_seedmap_myseed=bmap_for_entity(you,1);
	}else{
		bmp_seedmap_myseed=bmap_for_entity(my,gv_seedmapskin_myseed);
	}

	// check if object is used
	gv_myseedobj_used[0]=on;
	gv_myseedobj_used[1]=on;
	gv_myseedobj_used[2]=on;

	// set seeddepth per object in o/oo
	gv_myseeddichte[0]=0.25;
	gv_myseeddichte[1]=0.06;
	gv_myseeddichte[2]=0.2;

	// get the seedmap size
	gv_myseedsmapsize[0]=bmap_width(bmp_seedmap_myseed);
	gv_myseedsmapsize[1]=bmap_height(bmp_seedmap_myseed);

	// get terrain-size & left
	gv_myseedterrsize[0]=my.max_x-my.min_x;
	gv_myseedterrsize[1]=my.max_y-my.min_y;

	gv_myseedfx=gv_myseedterrsize[0]/gv_myseedsmapsize[0];
	gv_myseedfy=gv_myseedterrsize[1]/gv_myseedsmapsize[1];

	gv_myseedtotal_scale[0]=gv_myseedfx;
	gv_myseedtotal_scale[1]=gv_myseedfy;

	//seedmap locken
	gv_myseedformat = bmap_lock(bmp_seedmap_myseed, 0);
	
	// seed is colordepth related?
	gv_myseedcolrel[0]=on;
	gv_myseedcolrel[1]=on;
	gv_myseedcolrel[2]=on;
	
	// seed within the grid
	gv_myseedspread[0]=on;
	gv_myseedspread[1]=on;
	gv_myseedspread[2]=on;
	
	// alle Punkte der seedmap betrachten....
	lv_x=gv_myseedsmapsize[0];
	lv_maxloops=max_loops;
	max_loops = 999999;
	while(lv_x>0){
		scanline_myseed(lv_x);
		lv_x-=1;
	}

	bmap_unlock(bmp_seedmap_myseed);
	max_loops=lv_maxloops; // reset max_loops

	// take controll...


	//weather effect
	//param: type(0=rain, 1=snow, 2=hail), speed, particles

	// add here more seed-actions vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// e.g.: seed_seed2();

	// add here more seed-actions ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
}
//===================================================================================================
function setmyseedprops2 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
function setmyseedprops1 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
function setmyseedprops0 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
// function for the objects...
function seed_myseed_fkt(){
var lv_cnt = 0;
var lv_vdist[3] = 5000, 5000, 5000; // fade distances
var lv_dist;
var lv_zdist;

	 // set position
  lv_cnt=0;
  while(lv_cnt<=gv_myseed_cnt){
	gv_myseed_dev[lv_cnt]=off;

    if(gv_myseed_typ[lv_cnt]==2){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    if(gv_myseed_typ[lv_cnt]==1){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    if(gv_myseed_typ[lv_cnt]==0){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    lv_cnt+=1;
  }

	while(1){
		// loop - all objects
		lv_cnt=0;
		while(lv_cnt<=gv_myseed_cnt){
			gv_myseed_curobj=lv_cnt;
			
			// add user defined functions here.vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
			if(gv_myseed_typ[lv_cnt]==2){
				# add your functions for type 0 models here!
			}
			if(gv_myseed_typ[lv_cnt]==1){
				# add your functions for type 1 models here!
			}
			if(gv_myseed_typ[lv_cnt]==0){
				# add your functions for type 2 models here!
			}
			// add user defined functions here.^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
			
			// visible distance
			if(gv_myseed_typ[lv_cnt]==2){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==1){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==0){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			
			if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]]*2){
				if(gv_myseed_ptr[lv_cnt]!=null){
					you=gv_myseed_ptr[lv_cnt];
					you.invisible=on;
					//you.transparent=on;
				}
			}else{
				// create
				if(!gv_myseed_ptr[lv_cnt]){
					if(gv_myseed_typ[lv_cnt]==0){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed0.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed0.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops0);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==1){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed1.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed1.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops1);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==2){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed2.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed2.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops2);
						you=gv_myseed_ptr[lv_cnt];
					}
				}
				// fade?
				if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]]){
					you=gv_myseed_ptr[lv_cnt];
					you.invisible=off;
					//you.transparent=on;
					if(gv_myseed_typ[lv_cnt]==2){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
					if(gv_myseed_typ[lv_cnt]==1){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
					if(gv_myseed_typ[lv_cnt]==0){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
				}else{
					you=gv_myseed_ptr[lv_cnt];
					if(gv_myseed_typ[lv_cnt]==2){you.alpha=100;}
					if(gv_myseed_typ[lv_cnt]==1){you.alpha=100;}
					if(gv_myseed_typ[lv_cnt]==0){you.alpha=100;}
					//you.transparent=off;
				}

			}

			// animations
			// motions
			lv_cnt+=1;
		}
		wait(1);
	}
}
//---------------------------------------------------------------------------------------------
define _fadedist, skill1;
//uses: _fadedist;
action fade_myseed_object{
var lv_dist;

	my.transparent=on;
	while(1){
		lv_dist=vec_dist(my.x,camera.x);
		// fade?
		if(lv_dist>my._fadedist){
			my.invisible=off;
			my.alpha=clamp((-((lv_dist/my._fadedist)-2))*100,0,100);
		}else{
			my.alpha=100;
		}
		wait(1);
	}
}
//---------------------------------------------------------------------------------------------
function save_myseed_list {
var lv_fh;
var lv_c = 0;
var lv_ml;

	str_cpy(txt_myseed.string[0],"saveing...");
	txt_myseed.visible=on;wait(1);

	lv_ml=max_loops;
	max_loops=999999;
	lv_fh=file_open_write("object_myseed.3ol");
	if(lv_fh==0){str_cpy(txt_myseed.string[0],"error!");beep;sleep(1);return(0);}
	file_var_write(lv_fh,gv_myseed_cnt); // number of objects
	while(lv_c<=gv_myseed_cnt){
		file_var_write(lv_fh,gv_myseed_typ[lv_c]);
		file_var_write(lv_fh,gv_myseed_x[lv_c]);
		file_var_write(lv_fh,gv_myseed_y[lv_c]);
		file_var_write(lv_fh,gv_myseed_z[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclx[lv_c]);
		file_var_write(lv_fh,gv_myseed_scly[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclz[lv_c]);
		file_var_write(lv_fh,gv_myseed_pan[lv_c]);
		file_var_write(lv_fh,gv_myseed_tilt[lv_c]);
		file_var_write(lv_fh,gv_myseed_roll[lv_c]);
		lv_c+=1;
	}
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy(txt_myseed.string[0],"saved!");
	sleep(1);
	txt_myseed.visible=off;
}
//---------------------------------------------------------------------------------------------
function load_myseed_list {
var lv_fh;
var lv_c = 0;
var lv_ml;

	on_l=null; // don`t double load
	lv_ml=max_loops;
	max_loops=999999;
	str_cpy(txt_myseed.string[0],"loading...!");
	txt_myseed.visible=on;wait(1);
	lv_fh=file_open_read("object_myseed.3ol"); // <--- change the name of your objectlist here
	if(lv_fh==0){str_cpy(txt_myseed.string[0],"error!");beep;sleep(1);return(0);}
	lv_c=0;

	// erase actual object
	while(lv_c<gv_myseed_cnt){
		you=gv_myseed_ptr[lv_c];
		if(you){ent_remove(you);}
		lv_c+=1;
	}

	gv_myseed_cnt=file_var_read(lv_fh);
	lv_c=0;
	while(lv_c<gv_myseed_cnt){
		gv_myseed_typ[lv_c]=file_var_read(lv_fh);
		gv_myseed_x[lv_c]=file_var_read(lv_fh);
		gv_myseed_y[lv_c]=file_var_read(lv_fh);
		gv_myseed_z[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclx[lv_c]=file_var_read(lv_fh);
		gv_myseed_scly[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclz[lv_c]=file_var_read(lv_fh);
		gv_myseed_pan[lv_c]=file_var_read(lv_fh);
		gv_myseed_tilt[lv_c]=file_var_read(lv_fh);
		gv_myseed_roll[lv_c]=file_var_read(lv_fh);
		gv_myseed_ptr[lv_c]=null;
		lv_c+=1;
	};
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy(txt_myseed.string[0],"creating...");
	wait(3);
	txt_myseed.visible=off;
	on_l=load_myseed_list;
}
// ##############################################################################################
// ##################### EOF -=- part copyright by gameus (www.gameus.de) #######################


Last edited by over_board; 05/08/09 05:14.

New progammer for... Initiate Games (c) 2007 and Sckratch Magazine (c) 2007 http://www.sckratchmagazine.com