I was try to make the old entity maker more user friendly and have it only use one folder and use window mode instead of fullscreen. I also wanted to change the materials setting that has seemed to have been changed in fpsc and not with this.
I have change the folder to just "entitybank" and have yet to change anything else, when I come across an error. This error says cannot find path at line 118. Everything works great except for the snapshot. It even creates the fpe for the entity, but crashes on snapshot.
Can anyone explain this error for me and how to fix it? I made line 118 in bold just for reference. Also I had the window(640x480) and fullscreen both crash upon snapshot. Did a compile with debug and it is showing the path is "entitybank" but still crashes. Thanks for your time.
Rem Project: MakeEntitiesFromXFiles
Rem Created: 23/09/2005 00:44:48
rem Setup view
make camera 1
set camera view 1,640-120,0,640,120 : set camera aspect 1,1.0
color backdrop 1,rgb(255,255,255)
set current camera 0 : autocam off
position camera 0,0,10000
backdrop off 0
rem Directory for creations
set dir "entitybank"
rem Works on any X files in the current folder
perform checklist for files
for c=1 to checklist quantity()
`
rem get filename
cls 0
set cursor 0,20
print "Importing ";checklist string$(c) : sync
file$=lower$(checklist string$(c))
print "Lowercase is ";file$ : sync
print : sync
`
rem Instantly delete any BIN files
if right$(file$,4)=".bin"
if file exist(file$)=1
delete file file$
endif
endif
`
rem Make entity files
if right$(file$,2)=".x"
`
rem File
print "Creating filenames ";file$;"..."
print : sync
entfile$=left$(file$,len(file$)-2)+".fpe"
bmpfile$=left$(file$,len(file$)-2)+".bmp"
`
rem Prompt
print "Loading ";file$;"..."
print : sync
`
rem Load model
if object exist(1)=1 then delete object 1
load object file$,1
color backdrop 1,rgb(0,0,128)
position camera 1,0,60,-100
point camera 1,0,40,0
`
print "Making ";entfile$
print : sync
`
rem Name?
input "NAME> ";tname$
if len(tname$)=0
rem wait until key released
while returnkey()=1 : sync : endwhile
else
`
rem Type?
print "TYPE> 1=character 2=object 3=item 4=weapon 5=ammo 6=health 7=switch"
ttype=0
while ttype=0
k$=inkey$()
if k$>="1" and k$<="9" then ttype=val(k$)
endwhile
`
rem Make the entity data file
if ttype=1 then gosub _make_character
if ttype=2 then gosub _make_object
if ttype=3 then gosub _make_item
if ttype=4 then gosub _make_weapon
if ttype=5 then gosub _make_ammo
if ttype=6 then gosub _make_health
if ttype=7 then gosub _make_switch
`
rem Adjust thumbnail
print "ADJUST THUMBNAIL VIEW (Arrow Keys/Mouse Up and Down)"
print "SPACE to take snapshot"
set dir "..\.."
tfile$="gamecore\guns\"+tpathtogun$+"\"+texname$
if len(texname$)>0
if file exist("entitybank"+texname$)=1
load image "entitybank"+texname$,2 : texture object 1,2
else
if file exist(texname$)=1
load image texname$,2 : texture object 1,2
else
if file exist(tfile$)=1
load image tfile$,2 : texture object 1,2
endif
endif
endif
endif
sync on
sync rate 60
color backdrop 1,rgb(255,255,255)
fov#=45.0
while spacekey()=0
if upkey()=1 and fov#>5 then fov#=fov#-0.5
if downkey()=1 and fov#<90 then fov#=fov#+0.5
if leftkey()=1 then yrotate object 1,object angle y(1)-1
if rightkey()=1 then yrotate object 1,object angle y(1)+1
set camera fov 1,fov#
point camera 1,0,(mousey()-240)/3.0,0
sync
endwhile
sync off
while spacekey()=1 : endwhile
set dir "entitybank"
`
rem Thumb snapshot
sync : sync
118 [b]get image 1,640-120,0,640,120[/b]
paste image 1,0,0 : copy bitmap 0,0,0,120,120,0,0,120,64,120+64
get image 1,0,120,64,120+64
if file exist(bmpfile$)=1 then delete file bmpfile$
save image bmpfile$,1
delete image 1
`
rem End of entity creation
endif
cls 0
`
endif
`
next c
rem frees
sync off
delete camera 1
set dir "..\.."
rem Done
print "Done. Press any key to exit."
wait key
end
_make_character:
`
dim data$(110) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";ai" : inc i
data$(i)="aiinit = appear1.fpi" : inc i
data$(i)="aimain = people\pace.fpi" : inc i
data$(i)="aidestroy = disappear1.fpi" : inc i
data$(i)="aishoot = people\shootclose.fpi" : inc i
input "SOUNDSET(male,female,robotic,squeak)> ";gender$
data$(i)="soundset = "+gender$ : inc i
data$(i)="" : inc i
data$(i)=";spawn" : inc i
data$(i)="spawnmax = 0" : inc i
data$(i)="spawndelay = 0" : inc i
data$(i)="spawnqty = 0" : inc i
data$(i)="" : inc i
data$(i)=";orientation" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offx = 0" : inc i
data$(i)="offy = 0" : inc i
data$(i)="offz = 0" : inc i
data$(i)="rotx = 0" : inc i
data$(i)="roty = 0" : inc i
data$(i)="rotz = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
input "CORRECT Y-AXIS(0)> ";tcorrectyaxis
data$(i)="fixnewy = "+str$(tcorrectyaxis) : inc i
data$(i)="" : inc i
data$(i)=";cone of sight" : inc i
data$(i)="coneheight = 53" : inc i
input "CONE VIEW ANGLE(50)> ";tconeangle
data$(i)="coneangle = "+str$(tconeangle) : inc i
data$(i)="" : inc i
data$(i)=";visualinfo" : inc i
input "TEXTURE NAME> ";texname$
data$(i)="textured = "+texname$ : inc i
data$(i)="effect = " : inc i
data$(i)="" : inc i
data$(i)=";decals" : inc i
data$(i)="decalmax = 2" : inc i
input "DECAL SHOOT(red)> ";decalred$
data$(i)="decal0 = "+decalred$ : inc i
input "DECAL BLOOD(blood)> ";decalblood$
data$(i)="decal1 = "+decalblood$ : inc i
data$(i)="" : inc i
data$(i)=";identity details" : inc i
input "STRENGH(0-immune)> ";tstrength
data$(i)="strength = "+str$(tstrength) : inc i
data$(i)="ischaracter = 1" : inc i
input "WEAPON HOLDING(scifi\autoslug)> ";weapon$
data$(i)="hasweapon = "+weapon$ : inc i
data$(i)="isobjective = 0" : inc i
input "CAN TAKE WEAPON(0-no/1-yes)> ";ttakeweapon
data$(i)="cantakeweapon = "+str$(ttakeweapon) : inc i
data$(i)="" : inc i
data$(i)=";bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)" : inc i
data$(i)="limbmax = 0" : inc i
data$(i)="" : inc i
data$(i)=";animationinfo" : inc i
data$(i)="animmax = 100" : inc i
data$(i)="anim0 = 190,209" : inc i
data$(i)="anim1 = 210,234" : inc i
data$(i)="anim2 = 235,259" : inc i
data$(i)="anim3 = 260,279" : inc i
data$(i)="anim4 = 280,299" : inc i
data$(i)="anim5 = 300,318" : inc i
data$(i)="anim6 = 319,355" : inc i
data$(i)="anim7 = 160,189" : inc i
data$(i)="anim11 = 0,19" : inc i
data$(i)="anim12 = 20,39" : inc i
data$(i)="anim13 = 493,522" : inc i
data$(i)="anim14 = 40,59" : inc i
data$(i)="anim15 = 60,79" : inc i
data$(i)="anim16 = 523,552" : inc i
data$(i)="anim17 = 120,139" : inc i
data$(i)="anim18 = 140,159" : inc i
data$(i)="anim20 = 80,99" : inc i
data$(i)="anim21 = 100,119" : inc i
data$(i)="anim31 = 356,380" : inc i
data$(i)="anim32 = 381,405" : inc i
data$(i)="anim33 = 381,405" : inc i
data$(i)="anim34 = 381,405" : inc i
data$(i)="anim35 = 381,405" : inc i
data$(i)="anim36 = 406,442" : inc i
data$(i)="anim40 = 443,462" : inc i
data$(i)="anim41 = 463,492" : inc i
data$(i)="anim50 = 553,572" : inc i
data$(i)="anim51 = 573,597" : inc i
data$(i)="anim52 = 598,622" : inc i
data$(i)="anim53 = 623,642" : inc i
data$(i)="anim54 = 643,662" : inc i
data$(i)="anim55 = 663,681" : inc i
data$(i)="anim56 = 682,731" : inc i
data$(i)="anim57 = 160,189" : inc i
data$(i)="anim61 = 0,19" : inc i
data$(i)="anim62 = 20,39" : inc i
data$(i)="anim63 = 882,911" : inc i
data$(i)="anim64 = 40,59" : inc i
data$(i)="anim65 = 60,79" : inc i
data$(i)="anim66 = 912,941" : inc i
data$(i)="anim67 = 120,139" : inc i
data$(i)="anim68 = 140,159" : inc i
data$(i)="anim70 = 80,99" : inc i
data$(i)="anim71 = 100,119" : inc i
data$(i)="anim81 = 732,756" : inc i
data$(i)="anim82 = 757,781" : inc i
data$(i)="anim83 = 757,781" : inc i
data$(i)="anim84 = 757,781" : inc i
data$(i)="anim85 = 757,781" : inc i
data$(i)="anim86 = 782,831" : inc i
data$(i)="anim90 = 832,851" : inc i
data$(i)="anim91 = 852,881" : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_object:
`
dim data$(40) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";ai" : inc i
data$(i)="aiinit = appear1.fpi" : inc i
input "AIMAIN(default.fpi/autodoor.fpi)> ";aimain$
data$(i)="aimain = "+aimain$ : inc i
data$(i)="aidestroy = disappear1.fpi" : inc i
data$(i)="" : inc i
data$(i)=";spawn" : inc i
data$(i)="spawnmax = 0" : inc i
data$(i)="spawndelay = 0" : inc i
data$(i)="spawnqty = 0" : inc i
data$(i)="" : inc i
data$(i)=";orientation" : inc i
data$(i)="" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offx = 0" : inc i
input "CORRECT Y-POS(0-normal/50-door)> ";tcorrectypos
data$(i)="offy = "+str$(tcorrectypos) : inc i
data$(i)="offz = 0" : inc i
data$(i)="rotx = 0" : inc i
data$(i)="roty = 0" : inc i
data$(i)="rotz = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
input "CORRECT Y-AXIS(0)> ";tcorrectyaxis
data$(i)="fixnewy = "+str$(tcorrectyaxis) : inc i
input "STATIC(0-dyanmic/1-static)> ";tstatic
data$(i)="defaultstatic = "+str$(tstatic) : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
input "COLLISION(0-box/1-polygons/2-reduced/3-cylinder/4-sphere)> ";tcollision
data$(i)="collisionmode = "+str$(tcollision) : inc i
input "STRENGH(0-immune)> ";tstrength
data$(i)="strength = "+str$(tstrength) : inc i
input "IMMOBILE(0-no/1-yes)> ";timmobile
data$(i)="isimmobile = "+str$(timmobile) : inc i
input "SOUND0(audiobank\scifi\scenery\doors\lock.wav)> ";sound0$
data$(i)="soundset = "+sound0$ : inc i
input "SOUND1(audiobank\scifi\scenery\doors\close.wav)> ";sound1$
data$(i)="soundset1 = "+sound1$ : inc i
data$(i)="" : inc i
data$(i)=";visualinfo" : inc i
data$(i)="" : inc i
input "TEXTURE NAME> ";texname$
data$(i)="textured = "+texname$ : inc i
data$(i)="effect = " : inc i
data$(i)="castshadow = 0" : inc i
data$(i)="" : inc i
data$(i)=";Animationinfo" : inc i
input "ANIM FRAMES(0)> ";tanimframes
if tanimframes>0
data$(i)="animmax = 1" : inc i
else
data$(i)="animmax = 0" : inc i
endif
data$(i)="anim0 = 0,"+str$(tanimframes) : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_item:
`
dim data$(40) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";ai" : inc i
data$(i)="aiinit = appear1.fpi" : inc i
data$(i)="aimain = pickup1.fpi" : inc i
data$(i)="aidestroy = disappear1.fpi" : inc i
data$(i)="" : inc i
data$(i)=";aiused" : inc i
data$(i)="usekey =" : inc i
data$(i)="ifused =" : inc i
data$(i)="ifusednear =" : inc i
data$(i)="" : inc i
data$(i)=";spawn" : inc i
data$(i)="spawnmax = 0" : inc i
data$(i)="spawndelay = 0" : inc i
data$(i)="spawnqty = 0" : inc i
data$(i)="" : inc i
data$(i)=";Itemproperties" : inc i
data$(i)="defaultstatic = 0" : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
input "COLLISION(0-box/1-polygons/2-reduced/3-cylinder/4-sphere)> ";tcollision
data$(i)="collisionmode = "+str$(tcollision) : inc i
data$(i)="debrisshape = 0" : inc i
input "EXPLODABLE(0-no/1-yes)> ";texplodable
data$(i)="explodable = "+str$(texplodable) : inc i
data$(i)="" : inc i
data$(i)=";Orientation" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offy = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
input "CORRECT Y-AXIS(0)> ";tcorrectyaxis
data$(i)="fixnewy = "+str$(tcorrectyaxis) : inc i
input "STRENGH(0-immune)> ";tstrength
data$(i)="strength = "+str$(tstrength) : inc i
input "IMMOBILE(0-no/1-yes)> ";timmobile
data$(i)="isimmobile = "+str$(timmobile) : inc i
data$(i)="" : inc i
data$(i)=";visualinfo" : inc i
input "TEXTURE NAME> ";texname$
data$(i)="textured = "+texname$ : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_weapon:
`
dim data$(110) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";AI" : inc i
data$(i)="aiinit = appear2.fpi" : inc i
data$(i)="aimain = weaponglow.fpi" : inc i
data$(i)="aidestroy = disappear2.fpi" : inc i
data$(i)="" : inc i
data$(i)=";Spawn" : inc i
data$(i)="spawnmax = 1" : inc i
data$(i)="spawndelay = 1000" : inc i
data$(i)="spawnqty = 1" : inc i
data$(i)="" : inc i
data$(i)=";Itemproperties" : inc i
data$(i)="defaultstatic = 0" : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
data$(i)="collisionmode = 0" : inc i
data$(i)="debrisshape = 0" : inc i
data$(i)="explodable = 0" : inc i
data$(i)="" : inc i
data$(i)=";Orientation" : inc i
data$(i)="model = "+file$ : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
data$(i)="rotx = 0" : inc i
input "PATH TO GUN(scifi\autoslug)> ";tpathtogun$
data$(i)="texturepath = gamecore\guns\"+tpathtogun$+"\" : inc i
texname$="gun_D2.dds"
data$(i)="textured = "+texname$ : inc i
data$(i)="reducetexture = -1" : inc i
data$(i)="transparency = 1" : inc i
input "IMMOBILE(0-no/1-yes)> ";timmobile
data$(i)="isimmobile = "+str$(timmobile) : inc i
data$(i)="" : inc i
data$(i)=";Identity Details" : inc i
data$(i)="isweapon = "+tpathtogun$ : inc i
data$(i)="quantity = 1" : inc i
data$(i)="speed = 100" : inc i
data$(i)="" : inc i
data$(i)=";Decals" : inc i
data$(i)="decalmax = 1" : inc i
input "DECAL GLOW(glowzone)> ";glowzone$
data$(i)="decal0 = "+glowzone$ : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_ammo:
`
dim data$(110) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";AI" : inc i
data$(i)="aiinit = appear2.fpi" : inc i
data$(i)="aimain = ammoglow.fpi" : inc i
data$(i)="aidestroy = disappear2.fpi" : inc i
data$(i)="" : inc i
data$(i)=";Spawn" : inc i
data$(i)="spawnmax = 1" : inc i
data$(i)="spawndelay = 500" : inc i
data$(i)="spawnqty = 1" : inc i
data$(i)="" : inc i
data$(i)=";Itemproperties" : inc i
data$(i)="defaultstatic = 0" : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
data$(i)="collisionmode = 0" : inc i
data$(i)="debrisshape = 0" : inc i
data$(i)="explodable = 0" : inc i
data$(i)="" : inc i
data$(i)=";Orientation" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offx = 0" : inc i
data$(i)="offy = 0" : inc i
data$(i)="offz = 0" : inc i
data$(i)="rotx = 0" : inc i
data$(i)="roty = 0" : inc i
data$(i)="rotz = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
data$(i)="fixnewy = 0" : inc i
data$(i)="" : inc i
data$(i)=";Visualinfo" : inc i
input "PATH TO GUN(scifi\autoslug)> ";tpathtogun$
data$(i)="texturepath = gamecore\guns\"+tpathtogun$+"\" : inc i
texname$="ammo_D2.dds"
data$(i)="textured = "+texname$ : inc i
data$(i)="transparency = 1" : inc i
input "IMMOBILE(0-no/1-yes)> ";timmobile
data$(i)="isimmobile = "+str$(timmobile) : inc i
data$(i)="" : inc i
data$(i)=";Identity Details" : inc i
data$(i)="isammo = 1" : inc i
data$(i)="hasweapon = "+tpathtogun$ : inc i
data$(i)="" : inc i
data$(i)=";Specific Data" : inc i
data$(i)="quantity = 1" : inc i
data$(i)="" : inc i
data$(i)=";Decals" : inc i
data$(i)="decalmax = 1" : inc i
input "DECAL GLOW(glowzone)> ";glowzone$
data$(i)="decal0 = "+glowzone$ : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_health:
`
dim data$(110) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";ai" : inc i
data$(i)="aiinit = appear1.fpi" : inc i
data$(i)="aimain = pickuphealthglow.fpi" : inc i
data$(i)="aidestroy = disappear1.fpi" : inc i
data$(i)="" : inc i
data$(i)=";spawn" : inc i
data$(i)="spawnmax = 1" : inc i
data$(i)="spawndelay = 500" : inc i
data$(i)="spawnqty = 1" : inc i
data$(i)="" : inc i
data$(i)=";Itemproperties" : inc i
data$(i)="defaultstatic = 0" : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
data$(i)="collisionmode = 0" : inc i
data$(i)="debrisshape = 0" : inc i
data$(i)="explodable = 0" : inc i
data$(i)="" : inc i
data$(i)=";Orientation" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offy = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
data$(i)="fixnewy = 0" : inc i
data$(i)="" : inc i
data$(i)=";identity" : inc i
data$(i)="ishealth = 1" : inc i
input "IMMOBILE(0-no/1-yes)> ";timmobile
data$(i)="isimmobile = "+str$(timmobile) : inc i
data$(i)="" : inc i
data$(i)=";visualinfo" : inc i
input "TEXTURE NAME> ";texname$
data$(i)="textured = "+texname$ : inc i
data$(i)="" : inc i
data$(i)=";Decals" : inc i
data$(i)="decalmax = 1" : inc i
input "DECAL GLOW(glowzone)> ";glowzone$
data$(i)="decal0 = "+glowzone$ : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return
_make_switch:
`
dim data$(110) : i=0
data$(i)=";header" : inc i
data$(i)="desc = "+tname$ : inc i
data$(i)="" : inc i
data$(i)=";AI" : inc i
data$(i)="aiinit = appear1.fpi" : inc i
data$(i)="aimain = switch.fpi" : inc i
data$(i)="aidestroy = disappear1.fpi" : inc i
data$(i)="" : inc i
data$(i)=";AIUsed" : inc i
data$(i)="ifused = %remote door" : inc i
data$(i)="" : inc i
data$(i)=";Spawn" : inc i
data$(i)="spawnmax = 0" : inc i
data$(i)="spawndelay = 0" : inc i
data$(i)="spawnqty = 0" : inc i
data$(i)="" : inc i
data$(i)=";Orientation" : inc i
data$(i)="model = "+file$ : inc i
data$(i)="offx = 0" : inc i
data$(i)="offy = 0" : inc i
data$(i)="offz = 0" : inc i
data$(i)="rotx = 0" : inc i
data$(i)="roty = 0" : inc i
data$(i)="rotz = 0" : inc i
input "SCALE(100)> ";tscale
data$(i)="scale = "+str$(tscale) : inc i
input "CORRECT Y-AXIS(0)> ";tcorrectyaxis
data$(i)="fixnewy = "+str$(tcorrectyaxis) : inc i
input "MATERIAL(0-soft/1-stone/2-metal/3-wood/4-glass/5-liquid/6-cloth)> ";tmaterial
data$(i)="materialindex = "+str$(tmaterial) : inc i
data$(i)="forwardfacing = 1" : inc i
input "DEFAULT HEIGHT SWITCH(50)> ";tdefaultheight
data$(i)="defaultheight = "+str$(tdefaultheight) : inc i
input "SWITCH SOUND(audiobank\switches\activate.wav)> ";switchsound$
data$(i)="soundset = "+switchsound$ : inc i
data$(i)="" : inc i
data$(i)=";Visualinfo" : inc i
input "TEXTURE NAME> ";texname$
data$(i)="textured = "+texname$ : inc i
input "ALTERNATIVE TEXTURE NAME> ";texnamealt$
data$(i)="texturealtd = "+texnamealt$ : inc i
data$(i)="effect = " : inc i
data$(i)="" : inc i
data$(i)=";Identity Details" : inc i
data$(i)="isimmobile = 1" : inc i
data$(i)="strength = 0" : inc i
data$(i)="" : inc i
data$(i)=";Animationinfo" : inc i
input "ANIM FRAMES(0)> ";tanimframes
if tanimframes>0
data$(i)="animmax = 1" : inc i
else
data$(i)="animmax = 0" : inc i
endif
data$(i)="anim0 = 0,"+str$(tanimframes) : inc i
`
if len(entfile$)>1
if file exist(entfile$)=1 then delete file entfile$
save array entfile$,data$()
endif
undim data$()
`
return