action my_ball
{
my.passable == off;
var move_vec [3];
while(me)
{
move_vec.x = 10 * (key_w-key_s) * time;
move_vec.y = 10 * (key_a-Key_d) * time;
move_mode = glide;
result = ent_move (move_vec, nullvector);
wait (1);
}
}

ups sorry ganz vergessen