Quote: "Okay so, if I had to use a command where the only way to rotate an object was by "pointing" it in a direction with a command such as SET OBJECT DIRECTION obj, 0.0, 0.0, 0.5, how would I calculate that as 3 angles?"
Well, once you call that 'command', or rather POINT OBJECT, then the object itself holds the angles in OBJECT ANGLE X(Obj), Y and Z as well.
Might be worth explaining what you need it to do, there's a distinct easy method to do this which might be fine for your needs - otherwise the trig has to come out. There's no avoiding it sometimes, but DBPro does have a good few cheats. For instance, to work backwards and calculate the vector from an objects angles, just store the position, move the object forward by 1.0, then compare the positions and you have the movement vector, just remember to move it back again.
I think your right about the orientations, however what you need to remember is that with DBPro you are in eular angles, it's hellish, complicated - most people would turn to EZRotate to make things easier, some people prefer free flight rotation, some rotate objects an axis at a time, some (like me) prefer to rotate limbs. There's lots of options, some of them don't use a single bit of trig.

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