Quote:
Declaring global struct pointers (f.i. VECTOR* v = {x=1;y=2;z=3;} ) //inside functions will now issue an error message.


Try outside like this:
Code:
#include <default.c>

VECTOR* BONE_VEC = {x=0;y=0;z=0;}
ANGLE* BONE_ANG = {x=0;y=0;z=0;}

ENTITY* ent1;

function bone_lange(ENTITY* ENT, STRING* BONE_1,var lang,var dicke,var hoch,var beginn_abstand)
{
	//VECTOR* BONE_VEC
	//ANGLE* BONE_ANG;
	
	ENTITY* quant1;

	quant1 = ent_create(SPHERE_MDL,BONE_VEC,NULL);
	c_updatehull(quant1,1);
	while(1)
	{
		//vec_for_bone(BONE_VEC,ENT,BONE_1);
		//ang_for_bone(BONE_ANG,ENT,BONE_1);
		if(quant1 != NULL)
		{
			quant1.scale_x = lang;
			quant1.scale_y = dicke;
			quant1.scale_z = hoch;
			vec_set(quant1.pan,BONE_ANG);
		}
		wait(1);
	}
}

function main()
{  
	level_load("");
	
	vec_set(camera.x,vector(-850,0,50));
	
	bone_lange(ent1, "bone",10,20,30,40);

}




Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P