I tested and worked it all morning solving e1513 only to get e1514 solving all errors only to fnc running climb and chock engine.

personally this is a bug!
Mal

Last testing code
Click to reveal..
Code:
ENTITY* p_pole;
ENTITY*p_flag_ent;
void p_open()
{
//	pXent_settype(p_pole,0,0);
	pXent_settype(p_flag_ent,0,0);
//	pXent_settype(NULL,0,0);
	wait(5);
	ent_remove(p_pole);
   ent_remove(p_flag_ent);
   wait(5);
	//physX_open();	
	level_load(NULL);
	vec_set(sun_angle.pan,vector(300,60,5000));
	vec_set(camera.x,vector(-1200,100,500));
	vec_set(camera.pan,vector(0,-10,0));
		//////////////////////////////
	// Cloth #1
	//////////////////////////////
	
	// generate flag pole	
	ENTITY *pole = ent_create(CUBE_MDL,vector(0,400,40*8),NULL);
	p_pole=pole;
	vec_set(pole.scale_x,vector(0.5,.5,40));
	vec_set(pole.pan,vector(0,0,0));
	vec_set(pole.blue,COLOR_WHITE);
	set(pole,SHADOW|CAST);
	pXent_settype(pole,PH_STATIC,PH_BOX);
	
	// generate flag
	ENTITY *cloth = ent_create("clothflag.mdl",NULL,NULL);
	p_flag_ent=cloth;
	vec_set(cloth.pan,vector(0,0,0));
	cloth.material = mtl_twosided_alpha;
	cloth.ambient = 50;
	set(cloth,SHADOW|CAST);
	set(cloth.material,PASS_SOLID); // required for shadow
	//ent_clone(cloth); // Prevents, that all clothes move the same way
	
	// attach flag to pole
	c_setminmax(pole);
	c_setminmax(cloth);
	vec_set(cloth.x,vector(
	pole.x,
	pole.y+(cloth.max_y-cloth.min_y)/2,
	pole.z+pole.max_z-(cloth.max_z-cloth.min_z)/2));
	
	// setup flag cloth	
	var cloth_options[40];
	
	memcpy(cloth_options,CLOTH_DEFAULT,40*sizeof(var));
	vec_set(cloth_options[25],vector(-1,-1,0));  // external acceleration
	vec_set(cloth_options[28],vector(0,30,0));  // random wind acceleration

	cloth_options[9] = 4; // Tear Factor
	cloth_options[37] |= NX_CLF_GRAVITY|NX_CLF_BENDING|NX_CLF_COLLISION_TWOWAY|NX_CLF_SELFCOLLISION|NX_CLF_TEARABLE;
	
	pXent_cloth(cloth,pole,NX_CLOTH_ATTACHMENT_TWOWAY,0,0,cloth_options);
	
}

function main(){	
	fps_max = 60;
	physX_open();
	level_load("");
	vec_set(sky_color,COLOR_BLUE);
	vec_set(sun_angle.pan,vector(300,60,5000));
	vec_set(camera.x,vector(-1200,100,500));
	vec_set(camera.pan,vector(0,-10,0));
	wait(1);
		//on_d = destroy_physic;
		on_o = p_open;
//		on_c = create_flag;
//		var num_bodies = pX_stats(1);
	//////////////////////////////
	// Cloth #1
	//////////////////////////////
	
	// generate flag pole	
	ENTITY *pole = ent_create(CUBE_MDL,vector(0,400,40*8),NULL);
	p_pole=pole;
	vec_set(pole.scale_x,vector(0.5,.5,40));
	vec_set(pole.pan,vector(0,0,0));
	vec_set(pole.blue,COLOR_WHITE);
	set(pole,SHADOW|CAST);
	pXent_settype(pole,PH_STATIC,PH_BOX);
	
	// generate flag
	ENTITY *cloth = ent_create("clothflag.mdl",NULL,NULL);
	p_flag_ent=cloth;
	vec_set(cloth.pan,vector(0,0,0));
	cloth.material = mtl_twosided_alpha;
	cloth.ambient = 50;
	set(cloth,SHADOW|CAST);
	set(cloth.material,PASS_SOLID); // required for shadow
	//ent_clone(cloth); // Prevents, that all clothes move the same way
	
	// attach flag to pole
	c_setminmax(pole);
	c_setminmax(cloth);
	vec_set(cloth.x,vector(
	pole.x,
	pole.y+(cloth.max_y-cloth.min_y)/2,
	pole.z+pole.max_z-(cloth.max_z-cloth.min_z)/2));
	
	// setup flag cloth	
	var cloth_options[40];
	
	memcpy(cloth_options,CLOTH_DEFAULT,40*sizeof(var));
	vec_set(cloth_options[25],vector(-1,-1,0));  // external acceleration
	vec_set(cloth_options[28],vector(0,30,0));  // random wind acceleration

	cloth_options[9] = 4; // Tear Factor
	cloth_options[37] |= NX_CLF_GRAVITY|NX_CLF_BENDING|NX_CLF_COLLISION_TWOWAY|NX_CLF_SELFCOLLISION|NX_CLF_TEARABLE;
	
	pXent_cloth(cloth,pole,NX_CLOTH_ATTACHMENT_TWOWAY,0,0,cloth_options);
	
	
}


Last edited by Malice; 10/26/15 23:29.