Hi!

Please use code tags for posting your code, so it's more readable. You can find them in 'Switch to Full Reply Screen' or type by yourself like [code*] your code goes here [/code*]. Just remove * after 'code' words.

About your code, it's a rip off from somewhere and it's not 'ripped' correctly (also, it's doing some simple stuff pretty 'wrong/dirty'.. so it's not the best solution for your needs).

Anyway, I've converted it for you, no money needed, here is a working demo (I've done some changes to code, so it works correctly now):
Code:
function wood_gib_action(){
	
	VECTOR speed, abspeed;
	vec_fill(speed, 0);
	vec_fill(abspeed, 0);
	
	ANGLE angle_speed;
	vec_fill(angle_speed, 0);
	
	set(my, FLAG2 |SHADOW);
	c_setminmax(my);
	
	// Initiate
	speed.x = 5 * (random(10) - 5); 
	speed.y = 5 * (random(10) - 5); 
	speed.z = random(35) + 5; 

	angle_speed.pan = random(35) + 35; 
	angle_speed.tilt = random(35) + 35; 
	angle_speed.roll = random(35) + 35; 

	my.roll = random(180);	//Start with random orientation
	my.pan = random(180);

	my.push = -1;	// Allow player/enemies to pass through
	
	// Animate gib realtime

	my.skill9 = random(50);
	
	while(my.skill9 > -35){
		
		abspeed.x = speed.x * time_step;
		abspeed.y = speed.y * time_step;
		abspeed.z = speed.z * time_step;
		
		my.pan += angle_speed.pan * time_step;
		my.tilt += angle_speed.tilt * time_step;
		my.roll += angle_speed.roll * time_step;
		
		c_move(my, nullvector, abspeed, IGNORE_PASSABLE | IGNORE_FLAG2);
		
		if(HIT_TARGET){
			
			speed.z = -(speed.z / 2);
			
			if(speed.z < 0.25){
				
				vec_fill(speed, 0);
				vec_fill(angle_speed, 0);
				
				// fix rotation, to it looks lying correctly on the floor
				my.tilt = 0;
				my.roll = 0;
				
			}
			
		}
		
		speed.z -= 2 * time_step;
		my.skill9 -= 1 * time_step;
		
		wait(1);
	}


	// Fade gib to nothingness
	set(my, TRANSLUCENT);
	my.alpha = 100;
	
	while(my){
		
		my.alpha -= 5 * time_step;
		if(my.alpha <= 0){ break; }
		
		wait(1);
	}
	
	safe_remove(my);
	
}

void main(){
	
	shadow_stencil = 2;
	warn_level = 6;
	
	fps_max = 60;
	
	level_load("");
	wait(3);
	
	camera.arc = 90;
	vec_set(camera.x, vector(-439, 0, 323));
	vec_set(camera.pan, vector(0, -36, 0));
	
	level_ent = ent_create(CUBE_MDL, nullvector, NULL);
	vec_set(level_ent.scale_x, vector(128, 128, 0.1));
	c_setminmax(level_ent);
	set(level_ent, POLYGON);
	
	int i = 0;	
	var counter = 1;
	
	while(!key_esc){
		
		counter += time_frame / 16;
		if(counter > 1){ // spawn each second
			
			for(i = 0; i < 32; i++){
				
				ent_create(CUBE_MDL, vector(0, 0, 32), wood_gib_action);
				
			}
			
			counter -= 3;
		}
		
		// slow down framerate for testing
		if(key_e){ fps_max = 20; }
		else{ fps_max = 60; }
		
		DEBUG_VAR(fps_max, 0);
		
		wait(1);
		
	}
}



Edit: also
Originally Posted By: June
I have A7 Extra currently.
Stop using A7. Switch to A8 Free, it's much better (less bugs, more up to date etc).

Originally Posted By: June
I have a lot of old (but good) WDL code from the days of A5 but am having a hard time converting it to Lite-C.
Feel free to share them with me, I could convert some interesting stuff (but only with condition on sharing it all on the forum for free, for other users).


Looking for free stuff?? Take a look here: http://badcom.at.ua
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