Hi guys,

I get this error: 'error 1513 script error' when I run my script. Before I got the error, I stored the health of the player in my script in a global variable
Code:
var healthplayer

, now I want to store the health of the player in skill4 HEALTH
Code:
#define HEALTH    skill4

, so I changed all 'healthplayer' (like in a panel which shows the players health or e.g. in hit events) into 'player.skill4' (without the quotes ofcourse) and now I get the above mentioned script error. I have the
Code:
player = my;

located in the action of the player ent.

Does anyone know what is wrong? Thanks for taking the time!

Here are some relevant pieces of my script:

Code:
///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <mtlView.c>


#define STATE     skill1
#define ANIMATION skill2
#define CREATOR   skill3
#define HEALTH    skill4
#define DAMAGE    skill5

///////////////////////////////
....

PANEL* first_pan =
{
	pos_x = 1077;
	pos_y = 949;
	layer = 1;
	bmap = healthbarframe_bmp;
	flags = OVERLAY | SHOW;
}

PANEL* second_pan =
{
    window (1080, 949, 65, 25, "healthbar.bmp", player.skill4, 0);
    flags = SHOW;
}

PANEL* third_pan =
{
	digits (1100, 930, 3, "Arial#15b", 0.667, player.skill4); 
	flags = SHOW | OUTLINE;
}
....

///////////////////////////// Gravity /////////////////

function handle_gravity()
{
	result = c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_PASSABLE|IGNORE_MODELS|USE_BOX);
	if (key_ctrl)
	{
	if(result > 6)
	{
		if (result > 400) 
		{
		player.skill4 -= result/80; //ignore this lame fall damage code :P
		if (player.skill4 <= 0) 
		{
	     	my.ANIMATION = 0;
			my.STATE = 4; // 4 = dead		  	
		}
		}
		absdist.z -= 1.5 * time_step;
	}
	else
	{
	if (result <= 4)
	{
		if (absdist.z < 1) absdist.z += 1 * time_step;	
	}
	else
	{		
		absdist.z = 0;
	}
	}
	}
	
	
	else
	{
	if(result > 12)
	{
		if (result > 400) 
		{
		player.skill4 -= result/80; //ignore this lame fall damage code :P
		if (player.skill4 <= 0) 
		{
	     	my.ANIMATION = 0;
			my.STATE = 4; // 4 = dead		  	
		}
		}
		absdist.z -= 2 * time_step;
	}
	else
	{
	if (result <= 10)
	{
		if (absdist.z < 1) absdist.z += 1 * time_step;		
	}
	else
	{		
		absdist.z = 0;
	}
	}
	}
}

....

function main()
{
....		
	while (1)
	{
		....
		if (player.skill4 > 0) {camera.pan -= mouse_force.x * (8 * time_step);}	
		}
		if (player.skill4 > 0)
		{
		camera.tilt += mouse_force.y * (8 * time_step);	
		camera.tilt = clamp(camera.tilt,-50,50);	
			
			....						   			
    		if (mana < 150 + (energy * 15))
				mana += 0.07 + (energy * 0.01);
			if (player.skill4 < 150 + (vitality * 15))
				player.skill4 += 0.03 + (vitality * 0.01);	
					if (mana > 150 + (energy * 15))
						mana -= 0.05;
					if (player.skill4 > 150 + (vitality * 15))
						player.skill4 -= 0.05;
		}				
		wait (1);
	}
}

....

// hit event
function wizard_hit()
{
if (my.STATE != 4)
{		
	player.skill4 -= you.DAMAGE;
	if (player.skill4 <= 0) 
		{
	     	my.ANIMATION = 0;
			my.STATE = 4; // 4 = dead		  	
		}
}		
}

....


action wizard_walk()
{ 
	player = my;
	camera_follow(me);
	camera.genius = my;
	camera.arc = 80;

....