I think I will give up (for now) on trying a free-flight type of game and stick with a normal FPS or flying game using only xrotate and yrotate.
I tried using all those pitch, turn and roll commands but they only affect the on-screen object and not the actual angles of the object.
As a sidenote, can anyone tell me how to get the actual world co-ordinate of a limb attached to an object.
Try code below
autocam off : sync on
make object cube 1,100
position object 1,0,-60,300
make object cube 2,10 : color object 2,rgb(255,0,0)
make mesh from object 1,2 : add limb 1,1,1
link limb 1,0,1 : offset limb 1,1,50,50,50
do
yrotate object 1,wrapvalue(object angle y(1)+0.1)
set cursor 0,0
print limb position x(1,1);" ";limb position y(1,1);" ";limb position y(1,1)
print limb direction x(1,1);" ";limb direction y(1,1);" ";limb direction y(1,1)
print limb angle x(1,1);" ";limb angle y(1,1);" ";limb angle y(1,1)
sync
loop
Documentation claims that 'limb position x' will tell you, but it just stays at zero as well as the limb's other positions and angles.
As the cube rotates, the small red box 'limb' rotates quite happily with it but it's position and angle can not be deduced. I would like to know it's world co-ordinates to place cameras, lights, e.t.c.
Yes I am an 'old new' programmer but once a new language comes along, I insist on knowing how to use every command individually before I even start a proper game. This is why I haven't posted any proper code yet.
I love it when a plan comes together