Quote: "ishow to make a room bigger"
Depends. It appears that you are using 3d, so are you using a 3d model or are you using a 3d object (models are made outside of darkbasic, while objects are using commands)?
If you use a model, you can use the scale object command. If it is an object, you can just change the command values themselves.
So, make object box 1,5,3,6 would make an object (object number one) that is a box that is 5 units wide, 3 units high, and 6 units deep.
Quote: "wheni make a terrain how would i load as my floor."
DarkBasic doesn't support terrain, only pro. Now if you mean terrain in general (as in just a term for ground) you can use a box if you want. The best way would be to use a 3d modeling program and make a landscape. If it should be a flat ground, then just use a box, it can stick out past the walls if necessary.
Quote: "third and final question is i want to put turrets at each corner of the room and have it randomly shoot at the ground by my object how would that code look"
Alright, I don't have any code to give you but I will walk you through the pseudo code.
-Each turret must be loaded/made individually and placed (if made in the program you can use a for-next loop to make multiple objects with minimal lines of code).
-Place each turret using the position object code. You can set them to an initial orientation using the point object command.
-Assuming that all of the turrets are the same, you will need a couple variables. One for the max speed that it can turn on the y axis (left and right), one for the max pitch, and one for the rate of fire. You will also need a counting variable to use to time the turrets correctly.
From here on out I will simply refer to a single turret for simplicity.
-Determine if the turret will need to turn left or right. There are several methods, but I kinda prefer the trig way. You calculate the angle between the player and the turret (remember, theta=arctan((y2-y1)/(x2-x1)) ). Then add/subtract the turrets current orientation and the angle between the turret and the player (I say add/subtract because I am not sure which to use, just guess and check).
-Next you will need to determine if the angle is greater than or less than the max turning speed. If it is greater, then simply use TURN OBJECT RIGHT or TURN OBJECT LEFT by the max speed. If it is less than that, turn it the difference
-If if the angle is zero, you will know that the turret is pointing directly at the player (you can add in code to control the pitch, but that is only important if the player will be jumping). Then you will increase your counting variable for the rate of fire. Then check to see if it equals your rate of fire control variable (remember, you need 2 for here). If it is greater than or equal to it (using it to stop bugs, though simply checking to see if it is equal to should be fine), fire and set the counting variable to 0.
Tip: Rather than using 4 counting variables, you can use an array if you know how. Also, put the code into a for next loop to be executed 4 times in the loop, once for each turret.
Hope this helps.
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