ok....it doesn´t work....i noticed, that newton crashes in almost every command. I commented ou every command, that crashes.

Code:
 define newtonGravity, -700.0; 
define mass, skill1; // you need set this in your behaviors entity window
define linear_drag, skill2;
define angular_drag_x, skill3;
define angular_drag_y, skill4;
define angular_drag_z, skill5;
define health, skill6;
define shape_factor, skill7;
define collision_groupId, skill8;
define collision_sph_box, flag1;
define start_active, flag2;
define compound_collision, flag3;
define destructible, flag4;
define spawn_children, flag5;

function ApplyGravityForceEvent(body)
{
var bodyMass;

//bodyMass = NewtonGetBodyMass (body);
//NewtonBodyAddForce (body, 0, 0, bodyMass * newtonGravity);
//NewtonBodyAddTorque (body, 0, 0, 0);//

// apply buoyancy force to the boby if any
ApplyBuoyancy (body);
wait(1); // For not use so much CPU you can encrese this but you
// get a delay in action
}

ACTION pod
{
player=my;
score.visible=on;
NewtonGetBody (my);
newtoncreategravityentity(wood_material);
//NewtonSetBodyAutoActiveState (body, 0); //use this before , it turn off the auto activate
//NewtonSetBodyActiveState (body, 1);


while(1)
{

ApplyGravityForceEvent(my);
////camera////

update_views();
camera_to_target();

////walking////
ent_cycle("core", my.skill48 % 100); // wiederhole die Animation endlos
my.skill48 += 8 * time;





////controle////
if (key_cuu==1)
{

laufen=1;
ent_cycle("run", my.skill48 % 100);

}
else
{
laufen=0;
}

if (key_cud==1)
{

laufen=-1;
}
if (key_cul==1)
{
my.pan+=5*time;
}
if (key_cur==1)
{
my.pan-=5*time;
}


wait(1);
}
}

}



everything, that crashes is commented out with //. But even now, i receive the error: crash in newtonsetbodyautoactivestate
but that is commented out! Why does it crash?

Regards Efrint