ok lets try this again already been messing around with the tutorials,and even messed around with the code snippets ya gave me still having runtime errors. here's the code againg,please send suggestions.
Rem * Title : Last Survivers
Rem * Author : David Bell
Rem * Date : 09/06/08
rem Set the ink to blue and paper color to black
ink rgb(260,245,250),1
Print "Hello...Hello..."
rem Ask the user for their name
input "What is your name?>";name$
rem Respond to user
print "hello ";name$
Print "My name is Nature..Mother Nature"
sleep (1*4000)
Print "only a rare few can here me..."
sleep (1*4000)
Print "Since World War 3 all technologies have been eliminated,"
sleep (1*4000)
Print "and those few left alive, have banned the use of technology..."
sleep (1*4000)
Print "But another war has broken out,much harsher than any technical war.."
sleep (1*4000)
Print "The war of good and evil..."
sleep (1*2000)
Print "The war fed the negative energy to my advesary making our worst"
Print "nightmares reality...."
sleep (1*4000)
Print "Monsters and Demonds now truely do exist and you...."; name$
Print "must prevail..."
sleep (1*4000)
Print "will you except your fate and fight for the good?"
input "Please type yes to continue>";answer$
sleep (1*4000)
cls
Rem load intro music
load sound "thunder.wav",1
load sound "rain.wav",2
rem Play sound number
play sound 1
sleep (1*4000)
play sound 2
loop sound 2
Print "So your Jouney begins..."
Print "as..."
Print "The Last Survivers"
sleep (1*4000)
rem initialize program
sync on
sync rate 125
color backdrop rgb(0,40,40)
rem create the floor
make matrix 1, 1000,1000, 10, 10
load image "grass.bmp", 2
position matrix 1, 0, 0, 0
prepare matrix texture 1, 2, 1, 1
update matrix 1
rem load buildings and plants
load object "home.x",1
load object "weoponshop.x",2
load object "doctor.x",3
load object "Melico.x",4
load image "home.bmp",1
load image "weaponshop.bmp",2
load image "doctor.bmp",3
texture object 1,1
texture object 2,2
texture object 3,3
position object 1,500,15,500
position object 2,500,15,900
position object 3,900,13,500
position object 4,700,0,300
scale object 4,40,40,40
rem create collision boxes
obj=(1)
sx#=object size x(obj)/2
sy#=object size y(obj)/2
sz#=object size z(obj)/2
make object collision box obj,0-sx#,0-sy#,0-sz#,sx#,sy#,sz#,0
obj=(2)
sx#=object size x(obj)/2
sy#=object size y(obj)/2
sz#=object size z(obj)/2
make object collision box obj,0-sx#,0-sy#,0-sz#,sx#,sy#,sz#,0
obj=(3)
sx#=object size x(obj)/2
sy#=object size y(obj)/2
sz#=object size z(obj)/2
make object collision box obj,0-sx#,0-sy#,0-sz#,sx#,sy#,sz#,0
obj=(11)
sx#=object size x(obj)/2
sy#=object size y(obj)/2
sz#=object size z(obj)/2
make object collision box obj,0-sx#,0-sy#,0-sz#,sx#,sy#,sz#,0
rem Make a player object (and a non-rotated collision box for it)
make object cylinder 11,1
position object 11,400,0,500
color object 11,rgb(20,100,255)
make object collision box 11,-5,-5,-5,5,5,5,0
disable object zdepth 11
rem Position camera
position camera 400,9,500
rem Activate manual sync
sync on
rem Begin loop
do
rem Control camera with arrow keys
if upkey()=1 then move camera 1.0
if downkey()=1 then move camera -1.0
if leftkey()=1 then angley#=wrapvalue(angley#-1.0)
if rightkey()=1 then angley#=wrapvalue(angley#+1.0)
set object collision on 1
rem Control player object
if upkey()=1 then move object 11,1
if downkey()=1 then move object 11,-1
if leftkey()=1 then yrotate object 11,wrapvalue(object angle y(11)-1)
if rightkey()=1 then yrotate object 11,wrapvalue(object angle y(11)+1)
set object collision on 1
rem collision detection
rem make player jump
if spacekey()=1 and grav#=0.0 then grav#=2.0
rem get positions of player
x#=object position x(player)
y#=object position y(player)
z#=object position z(player)
rem add gravity
dec grav#,0.1
inc y#,grav#
rem collision
position object player,x#,y#,z#
if object collision(player,0)>0
dec x#,get object collision x()
dec y#,get object collision y()
dec z#,get object collision z()
grav#=0.0
endif
rem update player positions
position object player x#,y#,z#
rem Control variables with the cursor keys
if upkey()=1 then x#=newxvalue(x#, angle#, 4.0) : z#=newzvalue(z#, angle#, 4.0)
if downkey()=1 then x#=newxvalue(x#, angle#, -4.0) : z#=newzvalue(z#, angle#, -4.0)
if leftkey()=1 then angle#=wrapvalue(angle#-10)
if rightkey()=1 then angle#=wrapvalue(angle#+10)
rem Update camera
xrotate camera 0.0
yrotate camera angley#
zrotate camera 0.0
rem Syncronise
sync
rem End loop
loop
attatched is the whole engine.
[Please remember to use code tags - IanM]