Quote: "@2Beastmode4u,
Post some code."
Ok.
` Load and prepare the skybox
load object "Skybox/Gas.dbo", 5
set object transparency 5, 7 ` Special transparency mode, forces object to be drawn before all others.
disable object zwrite 5 ` Don't want it to update the zbuffer.
set object light 5, 0
Position Object 5 cpZ#, cpY#-1, cpZ#
Set Object Collision Off 5
`start on the ground
Global Jumping As Integer
Jumping = 0
Global JumpPower# As Float
JumpPower# = 2.5
Global GravityPll# As Float
GravityPll#=0.025
Global J1X# As Float
Global J1Y# As Float
Global J1Z# As Float
Global AJX As Float
Global AJY As Float
Global AJZ As Float
Global P1X# As Float
Global P1Y# As Float
Global P1Z# As Float
Global A1X As Float
Global A1Y As Float
Global A1Z As Float
Global P2X# As Float
Global P2Y# As Float
Global P2Z# As Float
`cam vars
Global cpX# As Float
Global cpY# As Float
Global cpZ# As Float
Global caX# As Float
Global caY# As Float
Global caZ# As Float
Global cam As Integer
cam = 0
`skybox vars
Global spX# As Float
Global spY# As Float
Global spZ# As Float
Global saX# As Float
Global saY# As Float
Global saZ# As Float
`main loop
MainLoop:
Do
REM PLAYER ORIENTATIONS
P1X# = object position X(ColliderObjNum)
P1Y# = object position Y(ColliderObjNum)
P1Z# = object position Z(ColliderObjNum)
A1X = object angle X(ColliderObjNum)
A1Y = object angle Y(ColliderObjNum)
A1Z = object angle Z(ColliderObjNum)
P2X# = object position x(1)
P2Y# = object position y(1)
P2Z# = object position z(1)
REM CAMERA ORIENTATIONS
cpX# = camera position X()
cpY# = camera position Y()
cpZ# = camera position Z()
caX# = camera angle X()
caY# = camera angle Y()
caZ# = camera angle Z()
REM SKY ORIENTATIONS
spX# = object position X(5)
spY# = object position Y(5)
spZ# = object position Z(5)
saX# = object angle X(5)
saY# = object angle Y(5)
saZ# = object angle Z(5)
`keep skybox with player
If MovePerSec=290
If Jumping=0 and cam=0
Position Object 5, cpX#, cpY#, cpZ#
else
Position Object 5, cpX#, cpY#-1, cpZ#
Endif
ENDIF
If Jumping=0 and cam=0
Position Object 5, cpX#, cpY#-1, cpZ#
else
Position Object 5, cpX#, cpY#-1, cpZ#
Endif
If Jumping=1 and cam=1
Position Object 5, spX#, cpY#-1, spZ#
Rotate Object 5, caX#, caY#, caZ#
Endif
If Jumping=1 and cam=0
Position Object 5, spX#, cpY#+1, spZ#
Rotate Object 5, caX#, caY#, caZ#
Endif
Cheers.
God help me, Please.
