Ok, so I have...this code
Rem ***** Included Source File *****
` fps sword and shield weapon demo
` setup
sync on: sync rate 0
` make world
hide mouse
make matrix 1,1000,1000,10,10
` make shield and sword
make object box 10,2,20,2
make mesh from object 1,10:delete object 10
make object cube 10,5:add limb 10,1,1:offset limb 10,1,7,-7,15
add limb 10,2,1:offset limb 10,2,0,10,0
link limb 10,0,1:link limb 10,1,2
hide limb 10,1
delete mesh 1
load object "media\Template Body 1.x",60
position object 60, 70, 10, 50
rotate object 60, 90, 0, 0
scale object 60, 300, 300, 300
load object "media\house.3ds", 75
scale object 75,2000, 2000, 2000
position object 75, 200, 0, 30
load object "media\house.3ds", 76
` shield
make object plain 11,12,20
make mesh from object 1,11:delete object 11
make object cube 11,10:add limb 11,1,1
offset limb 11,1,-7,-16,15
set object cull 11,0
link limb 11,0,1
hide limb 10,0:hide limb 11,0
do
set cursor 0,0
print scancode()
` move and camera
vx#=mousemovex():vy#=mousemovey()
ax#=wrapvalue(ax#+vy#)
ay#=wrapvalue(ay#+vx#)
cay#=curveangle(ay#,camera angle y(),20)
cax#=curveangle(ax#,camera angle x(),20)
` rotate camera
rotate camera cax#,cay#,0
` move
ox#=x#:oz#=z#:move=0
if keystate(17)=1 then x#=newxvalue(x#,cay#,d#):z#=newzvalue(z#,cay#,d#):move=1
if keystate(31)=1 then x#=newxvalue(x#,cay#+180,d#):z#=newzvalue(z#,cay#+180,d#):move=1
if keystate(32)=1 then x#=newxvalue(x#,cay#+90,d#):z#=newzvalue(z#,cay#+90,d#):move=1
if keystate(30)=1 then x#=newxvalue(x#,cay#-90,d#):z#=newzvalue(z#,cay#-90,d#):move=1
d#=0.3
` limit
if move>0
walk#=walk#+d#*4
endif
` position
y#=curvevalue(60,y#,20)
if controlkey()=1 then y#=curvevalue(15,y#,20):d#=0.5
position camera x#,y#+sin(walk#)*3,z#
` sword position
position object 10,camera position x(),camera position y(),camera position z()
` sword fighting
if mouseclick()=1
if swingx#=0 then swingx#=1
lax#=wrapvalue(limb angle x(10,1)-90)
if lax#>180 then lax#=lax#-360
if lax#<-15 or lax#>15
if lax#<0 then swingx#=swingx#+0.03
if lax#>0 then swingx#=swingx#-0.03
else
swingx#=swingx#/1.01
endif
lay#=wrapvalue(limb angle y(10,1))
if lay#>180 then lay#=lay#-360
if lay#<-15 or lay#>15
if lay#<0 then swingy#=swingy#+0.03
if lay#>0 then swingy#=swingy#-0.03
else
swingy#=swingy#/1.01
endif
swordax#=(swordax#-vy#)+swingx#
sworday#=(sworday#-vx#)+swingy#
else
swordax#=curveangle(0,limb angle x(10,1),20)
sworday#=0
swingy#=0:swingx#=0
endif
say#=curveangle(cay#,say#,10)
sax#=curveangle(cax#,sax#,10)
rotate limb 10,0,sax#,say#,0
rotate limb 10,1,swordax#,sworday#,0
` shield
position object 11,camera position x(),camera position y(),camera position z()
rotate limb 11,0,sax#,say#,0
` shielded
if mouseclick()=2
ofx#=curvevalue(-2,ofx#,10)
ofy#=curvevalue(-10,ofy#,10)
ofz#=curvevalue(7,ofz#,10)
d#=d#/2
else
ofx#=curvevalue(-7,ofx#,10)
ofy#=curvevalue(-16,ofy#,10)
ofz#=curvevalue(15,ofz#,10)
endif
offset limb 11,1,ofx#,ofy#,ofz#
sync
loop
[\code]
And now how do I make the camera switch to a more zelda-ish/diablo style camera position, I know how to do it with normal coordinates, but I'm using a tutorial script, and the XYZ in this totally threw me off, any ideas?
My site: www.skyknight.co.uk