It works for DBC too, all you have to do is change
sync on
sync rate 60
rem make level
groundobj=100
make object plain groundobj,10,10
xrotate object groundobj,90
rem make player
player=10
make object box player,.5,1,.5
position object player,0,.5,0
rem make aimer
make object cube 1,.1
position object 1,0,.5,0
hide object 1
rem make the bullet
bullet=11
make object cube bullet,.3
do
rem set up camera
position camera object position x(player),object position y(player)+5,object position z(player)-3
point object player,object position x(1),object position y(1),object position z(1)
point camera object position x(player),object position y(player),object position z(player)
rem control player
if upkey()=1 then position object player,object position x(player),object position y(player),object position z(player)+.1
if downkey()=1 then position object player,object position x(player),object position y(player),object position z(player)-.1
if leftkey()=1 then position object player,object position x(player)-.1,object position y(player),object position z(player)
if rightkey()=1 then position object player,object position x(player)+.1,object position y(player),object position z(player)
rem handle aimer
if object screen x(1) < mousex()-3
position object 1,object position x(1)+.35,object position y(1),object position z(1)
endif
if object screen x(1) > mousex()+3
position object 1,object position x(1)-.35,object position y(1),object position z(1)
endif
if object screen y(1) < mousey()-3
move object 1,-.35
endif
if object screen y(1) > mousey()+3
move object 1,.35
endif
rem handle the bullet for the player
if mouseclick()=1
if buttonready=0
bulletismoving=1
killable=1
position object bullet,object position x(player),object position y(player),object position z(player)
rotate object bullet,object angle x(player),object angle y(player),object angle z(player)
endif
endif
if bulletismoving=1
move object bullet,1
buttonready=1
endif
if object screen y(bullet)<0 or object screen x(bullet)<0 or object screen x(bullet)>640
hide object bullet
killable=0
bulletismoving=0
buttonready=0
else show object bullet
endif
if killable=0 then hide object bullet
sync
loop
to
sync on
sync rate 60
rem make level
groundobj=100
make object plain groundobj,10,10
xrotate object groundobj,90
rem make player
player=10
make object box player,.5,1,.5
position object player,0,.5,0
rem make aimer
make object cube 1,.1
position object 1,0,.5,0
hide object 1
rem make the bullet
bullet=11
make object cube bullet,.3
do
rem set up camera
position camera object position x(player),object position y(player)+5,object position z(player)-3
point object player,object position x(1),object position y(1),object position z(1)
point camera object position x(player),object position y(player),object position z(player)
rem control player
if upkey()=1 then position object player,object position x(player),object position y(player),object position z(player)+.1
if downkey()=1 then position object player,object position x(player),object position y(player),object position z(player)-.1
if leftkey()=1 then position object player,object position x(player)-.1,object position y(player),object position z(player)
if rightkey()=1 then position object player,object position x(player)+.1,object position y(player),object position z(player)
rem handle aimer
if object screen x(1) < mousex()-3
position object 1,object position x(1)+.35,object position y(1),object position z(1)
endif
if object screen x(1) > mousex()+3
position object 1,object position x(1)-.35,object position y(1),object position z(1)
endif
if object screen y(1) < mousey()-3
move object 1,-.35
endif
if object screen y(1) > mousey()+3
move object 1,.35
endif
rem handle the bullet for the player
if mouseclick()=1
if buttonready=0
bulletismoving=1
killable=1
position object bullet,object position x(player),object position y(player),object position z(player)
rotate object bullet,object angle x(player),object angle y(player),object angle z(player)
endif
endif
if bulletismoving=1
move object bullet,1
buttonready=1
endif
if object screen y(bullet)<0 or object screen x(bullet)<0 or object screen x(bullet)>640
hide object bullet
killable=0
bulletismoving=0
buttonready=0
else
show object bullet
endif
if killable=0 then hide object bullet
sync
loop
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