Code:
while (mouse_left && HIT_TARGET && you && ent_type(you) == 4) // fire onto terrain
    	{
			// create a mole-hill by elevating the closest terrain vertex         
			var vertex_num = ent_nextvertex(you,hit.x);  
			var vertex_num_vert_1 = ent_nextvertex(you, vector(hit.x+1, hit.y+1, hit.z+1));
			var vertex_num_vert_2 = ent_nextvertex(you, vector(hit.x+2, hit.y+2, hit.z+2));
			var vertex_num_vert_3 = ent_nextvertex(you, vector(hit.x+3, hit.y+3, hit.z+3));
			var vertex_num_vert_4 = ent_nextvertex(you, vector(hit.x+4, hit.y+4, hit.z+4));
			var vertex_num_vert_5 = ent_nextvertex(you, vector(hit.x+5, hit.y+5, hit.z+5));
			var vertex_num_vert_6 = ent_nextvertex(you, vector(hit.x+6, hit.y+6, hit.z+6));
			var vertex_num_vert_7 = ent_nextvertex(you, vector(hit.x+7, hit.y+7, hit.z+7));
			var vertex_num_vert_8 = ent_nextvertex(you, vector(hit.x+8, hit.y+8, hit.z+8));
			CONTACT* contact = ent_getvertex(you,NULL,vertex_num);   
			hit.z += 5 * time_step;  // increase the vertex height
      	hit.v = NULL; // c.x,y,z was changed, instead of c.v     
      	ent_setvertex(you,hit,vertex_num);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_1);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_2);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_3);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_4);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_5);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_6);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_7);    // update the mesh
 			ent_setvertex(you,hit,vertex_num_vert_8);    // update the mesh
      	//bmap_blit(bmap_for_entity(terrain_basic,0),terrain_paint_grass,hit.u1,NULL);
      	wait(1); // reload
    	}



Ack, I feel so stupid, but it's still not working! I'm wondering if I'm overlooking something.

PS. I know the vertexes that are selected are going to be very random, it was a test to see if any more would be.

Last edited by Tai; 09/09/09 23:45.