Why didn't you listen to the other people in the other thread about offsetting the rotation point by offsetting limb 0 of the object? Here is an example:
rem setup screen
sync on
sync rate 60
backdrop on
color backdrop 0
hide mouse
rem make sun
make object sphere 1,10
rem make planet
make object sphere 2,4
rem offset rotation point of planet
offset limb 2,0,30,0,0
rem position camera
position camera 0,30,-50
point camera 0,0,0
rem main loop
do
rem print info
center text screen width()/2,20,"OFFSET ROTATION POINT WITH <OFFSET LIMB>"
center text screen width()/2,32,"JUST LIKE IN THE OTHER THREAD YOU MADE"
rem rotate planet
yrotate object 2,wrapvalue(object angle y(2)+3)
rem refresh screen
sync
rem end of main loop
loop
And for real orbital rotation (ovals), you use cos() and sin() functions:
rem setup screen
sync on
sync rate 60
backdrop on
color backdrop 0
hide mouse
rem make sun
make object sphere 1,10
rem make planet
make object sphere 2,4
rem position camera
position camera 0,30,-50
point camera 0,0,0
rem set radius x and z of oval
rx#=40
rz#=30
rem main loop
do
rem print info
center text screen width()/2,20,"OFFSET ROTATION POINT USING COSINUS AND SINUS FUNCTIONS"
rem rotate planet
a#=wrapvalue(a#+2)
position object 2,cos(a#)*rx#,0,sin(a#)*rz#
rem refresh screen
sync
rem end of main loop
loop
TheComet