Well, the bad news is that I just tried limbs, and they didn't work either.
I tried superimposing a masked limb over the object and then testing the values of the limb.
The relevant sections of code read:
snip...
FUNCTION loadmedia()
load object "[name of object]", 1
set object 1, 1, 0, 1
make mesh from object 1, 1
add limb 1, 1, 1
delete mesh 1
hide limb 1, 1
ENDFUNCTION
snip...
Rem w key
if keystate(17) = 1 then roll object left 1, 2
Rem e key
if keystate(18) = 1 then roll object right 1, 2
snip...
Rem code to show the player's current 3D space position
xpos# = object position x(1)
ypos# = object position y(1)
zpos# = object position z(1)
ysize# = object size y(1)
zsize# = object size z(1)
print "P1 X pos: ";xpos#;" P1 Y pos: ";ypos#;" P1 Z pos: ";zpos#;" P1 Y size: ";ysize#;" P1 Z size: ";zsize#
Rem code to show the player's current 3D angles
x_angle# = object angle x(1)
y_angle# = object angle y(1)
z_angle# = object angle z(1)
x_limb# = limb angle x(1, 1)
y_limb# = limb angle y(1, 1)
z_limb# = limb angle z(1, 1)
x_limbdir# = limb direction x(1, 1)
y_limbdir# = limb direction y(1, 1)
z_limbdir# = limb direction z(1, 1)
print "P1 X angle: ";x_angle#;" P1 Y angle: ";y_angle#;" P1 Z angle: ";z_angle#
print "L X angle: ";x_limb#;" L Y angle: ";y_limb#;" L Z angle: ";z_limb#
print "L X dir: ";x_limbdir#;" L Y dir: ";y_limbdir#;" L Z dir: ";z_limbdir#
Unfortunately, y_limbdir# is always a 0, just like the value returned by object angle z()
Back to the trig books for yours truly
Phil
What do you mean, bears aren't supposed to wear hats and a tie?