I smartened your code up a bit as the indenting was a bit crazy.
do
AY# = object angle y(3)
Move object 3,0.5
Rem get player object position and store in X# and Z#
X# = Object position x(3)
Z# = Object position z(3)
Rem get new camera position and store in cX# and cZ#
cX# = Newxvalue(X#,aY#-180,100)
cZ# = Newzvalue(Z#,aY#-180,100)
Rem position camera
Position Camera cX#,45,cZ#
Rem point the camera at the player object
Point camera X#,45,Z#
`position the sky sphere so its not affected by camera range
Position Object 2,Camera Position X(),Camera Position Y(),Camera Position Z()
if object collision(3,4) then gosub dawghouse
sync
loop
`--------------------------
` GOSUBS
`--------------------------
dawghouse:
show sprite 250
hide object 3
hide object 4
hide sprite 250
return
I don't understand why you show sprite 250 and then 3 lines later hide it again, this all happens before syncing so it shouldn't show up on the screen anyway.
I have a feeling we aren't seeing all the code, is there more?
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