Feel free to asnwer anyone of these if you know the answer. I don't expect you to handle them all.
1) Structs
I have a structured player. Let's call it PlayerS_1, now is there a way I can get to this structure by you->struct->something?
2) Illumination effects (let's pretend that I use commercial in case this needs shaders, shall we?)
How do you separate day/night, by now I've used camera.fog_XX to make atmoshpere look even a little "dark", but it's not really good looking because: How on earth you get skycube to reflect fog? It's not cool to look down below the ledge where should be just air and one can see the skycubes ground.
So two question:
How to efficently make night look like a night (the best looking wise) and how do you make skycube affect fog?
3)This has bugged me for ages; how on earth you use camera.tilt as a trace method? I've used a hacky method (a var changes by mouse_force y, which is then read by trace->to Z coordinate) I've used, *tan,*cos,*sin and none of them have worked. Sounds silly that I have alpha allready up and I can't get a bloody attack angle to work -.-
Thank you in advance for your responces. Hope these were harder questions than WWRAP question was.
Yours