you can use
VECTOR vec_name; //then use vec_name.x, vec_name.y and vec_name.z
otherwise use ANGLE ang_name; //then use ang_name.pan, ang_name.tilt and ang_name.roll
for skills you'll see in compat.h
so for definig your own skills either decide if you're using the array skill[0] or skill1 just for simplicity (even though they're both the same things
#define HEALTH skill1; //same as #define HEALTH skill[0]
//then later in your project maybe an action?
action act_bobo(){
my.HEALTH = 100;
//same as my.skill1 = 100;
//same as my.skill[0] = 100;
for flags my.VISIBLE
now you need
set(my, VISIBLE); //which is defined in acknex.h, to set panels visible
//though ENTITIES use reset(my, INVISIBLE);
you can also use toggle as Michael says, which will automatically toggle a flag
and to then check if something is visible use
if(is(my, VISIBLE)){ //work you magic
in layer models, you'll need to place the .x ahead of the camera
ENTITY* shotgun_onscreen =
{
type = "shotgun.mdl";
layer = 2; // display above view entities with layer 1
flags2 = SHOW; // lite-C only: visible on screen from the start x = 100; // place 100 quants ahead of the view
y = -50; // 50 to the right
z = 0; // and center vertically
}
hope this helps