Thanks for the help, I decided to code like so:
Move3DPhysicsCharacterController( PlayerObject, Direction_Stop, CamSpeed# )
if getrawkeypressed(KEY_Z)
movleft=1
endif
if getrawkeyreleased(KEY_Z)
movleft=0
endif
if movleft>0
Move3DPhysicsCharacterController( PlayerObject, Direction_Left, CamSpeed# )
endif
if getrawkeypressed(KEY_X)
movright=1
endif
if GetRawKeyReleased(KEY_X)
movright=0
endif
if movright>0
Move3DPhysicsCharacterController( PlayerObject, Direction_Right, CamSpeed# )
endif
Using both getrawkeypressed() and getrawkeyreleased() to get what I needed.
This is part of a bigger beast, which is a recode of some 3d level editor I have been working on for some time now, here is a vid showing the movement put in!
I have Noticed a bit of jerkyness to it all though, yet doing mostly the same with using the other physics commands seemed fine ,which I might resort to as there is no way of reading if the character is jumping up or falling down!...
Hail to the king, baby!