///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////////////////////////////////////
var amb = 0;
var lgt = 0;
var alph = 100;
var ambl = 0;
ENTITY* guard;
BMAP* bg = "but.bmp";
VIEW* camera1 =
{
layer=15;
arc=100;
flags=SHOW;
}
MATERIAL* mtl_smaragd =
{
ambient_blue = ambl;
ambient_green = 255;
ambient_red = 100;
diffuse_blue = 0;
diffuse_green = 100;
diffuse_red = 0;
specular_blue = 255;
specular_green = 255;
specular_red = 255;
power = 10;
}
TEXT* Explain = {
pos_x = 620; pos_y = 80;
layer=16;
font = "Croobie#20bi";
flags = SHADOW | SHOW;
string("Ambience");
}
TEXT* Explain2 = {
pos_x = 620; pos_y = 120;
layer=16;
font = "Croobie#20bi";
flags = SHADOW | SHOW;
string("Light");
}
TEXT* Explain3 = {
pos_x = 620; pos_y = 160;
layer=16;
font = "Croobie#20bi";
flags = SHADOW | SHOW;
string("Ghost");
}
PANEL* bgpan =
{
pos_x = 000;
pos_y = 000;
layer = 1;
bmap = bg;
flags = OVERLAY | SHOW;
}
PANEL* ambpan =
{
bmap = "slider2.bmp";
layer = 2;
pos_x = 500;
pos_y = 80;
hslider (0, 0, 200, "slider3.bmp", 0, 200, amb);
flags = OVERLAY | SHOW;
}
PANEL* amblpan =
{
bmap = "slider2.bmp";
layer = 2;
pos_x = 500;
pos_y = 200;
hslider (0, 0, 200, "slider3.bmp", 0, 200, ambl);
flags = OVERLAY | SHOW;
}
PANEL* alphpan =
{
bmap = "slider2.bmp";
layer = 2;
pos_x = 500;
pos_y = 160;
hslider (0, 0, 200, "slider3.bmp", 0, 200, alph);
flags = OVERLAY | SHOW;
}
PANEL* lgtpan =
{
bmap = "slider2.bmp";
layer = 2;
pos_x = 500;
pos_y = 120;
hslider (0, 0, 200, "slider3.bmp", 0, 1000, lgt);
flags = OVERLAY | SHOW;
}
function center_camera1()
{
camera1.pos_x=0;
camera1.pos_y=0;
camera1.size_x=screen_size.x;
camera1.size_y=screen_size.y;
while (1)
{
camera1.x = guard.x + 80;
camera1.y = guard.y + 50;
camera1.z = guard.z + 40;
camera1.tilt = -10;
camera1.pan = 180;
wait (1);
}
}
var run_percentage;
action stand()
{
guard = me;
while (1)
{
ent_animate(my,"idle",run_percentage, ANM_CYCLE);
run_percentage += 1 * time_step;
wait(1);
}
}
function main()
{
level_load("small.hmp");
ENTITY* sky = ent_createlayer("skycube+6.dds", SKY | CUBE | SHOW, 0);
mouse_map = NULL;
mouse_mode = 4;
video_mode = 8;
sky_color.blue = 0;
guard = ent_create ("armor knight.mdl", vector(0, 90, 35), stand);
set (guard, TRANSLUCENT);
center_camera1();
guard.material = mtl_smaragd;
while(1)
{
guard.ambient = amb;
guard.lightrange = lgt;
guard.alpha = alph;
wait (1);
}
}
here is the whole thing. the problem is changing the ambient blue to the variable 'ambl'.