OK...now I have more questions. I'll explain first, then ask...
I have a vehicle, and it now goes up and down, tilts and all that fantastic movement that I could never get right before.
Before this, it didn't move correctly, but it did move towards the waypoints just as I expected. It does this by having an invisible node (a plain), which always points directly at the next waypoint. Then, the vehicle uses CURVEANGLE to steer into the same direction, but without any sudden jerking movements.
So now, using the new stuff I've learned here, I think I need to change it. What I think I need is this:
1. The node always points towards the next waypoint. BUT, it sits at the same angle as the ground below it.
2. I use EZro_RotateSurfToSurf, EZro_TurnTo etc to turn the vehicle to match the node.
3. The Y rotation will have one speed (the steering speed), whereas X and Z will have another, as these control the placement of the vehicle on the terrain and need to react faster.
OK. Now if this theory is correct, the first thing I need to be able to do is EZro_GetPolyAlignAngleX/Y/Z() for the node (I can do this!), but AT THE SAME TIME, point the node at the next waypoint. I think I could do this using DB Pro's native POINT OBJECT, followed by the EZrotate commands, but I'm probably going to use a long-winded method if I'm not careful.
Can you give me any advice here? I think this could help a few people, as it's fundamental to any car game on an uneven terrain.
BatVink