Ok i am Kinda a Newb at this but not a totall newb. First off i am having trouble making my matrix bigger. I mean no matter how much larger i make it it doesn't increase in size.
Second theres one thing i don really understand at all and thats collision. if Someone Could just Make collision on one of my object then i can work off of that or explain it to me because the example doesn't really help. I gonna post my Whole Code Wit This
` Made By: Bladerunner243
Rem Matrix
Make Matrix 1,10000000,10000000,55,55
Load Image "grass14.bmp",1
Prepare Matrix Texture 1,1,1,1
Fill Matrix 1,1,1
Rem Load Night Sky
Load Image "Sky.bmp",2
Backdrop On
texture backdrop 2
Rem Play Music
Load Music "Dance of Darkness.mid",10
Loop Music 10
Rem Load Sword
Load Object "Sword1.x",5
YROTATE OBJECT 5,180
Scale Object 5,10000,10000,10000
Rem Load Bow and Arrow Pack
Load Object "Arrow6.x",6
Scale Object 6,10000,10000,10000
Rem load Bow
Load Object "Bow1.x",7
YROTATE OBJECT 7,200
Scale object 7,12000,12000,12000
Rem Create House
Load Object "house.x",8
Scale Object 8,14000,14000,14000
Position Object 8,1500,50,1285
Rem Create Barrel in House
Load Object "Barrel.x",9
Scale Object 9,14000,14000,14000
Position Object 9,1450,50,1400
Rem Create Lantern
Load Object "Lamp.x",10
Scale Object 10,5000,5000,5000
Position Object 10,1700,50,900
Rem Create Tower
Load Object "wtower.x",11
Scale Object 11,8000,8000,8000
Position Object 11, 500,50,1400
Set object collision on 11
rem Load 3D object and append walking data to it
LOAD OBJECT "idle.x",1 : APPEND OBJECT "walk.x",1,100
YROTATE OBJECT 1,180 : FIX OBJECT PIVOT 1
rem Loop 3D object animation from 0 to 20 (idle)
LOOP OBJECT 1,0,20 : SET OBJECT SPEED 1,100
Rem Position Manikan inside Matrix
Position object 1,5000,5000,25
Rem Set Manikan Matrix Collision
set object collision on 1
Rem Glue Objects to Limbs
glue object to limb 5,1,11
glue object to limb 7,1,14
rem Activate manual syncronization
SYNC ON
rem Begin loop
do
position object 6,limb position x(1,8)-8 ,limb position y(1,8)+25,limb position z(1,8)+22
Set Cursor 0,0
Print "Player X: ";object position x(1)
Set Cursor 0,15
Print "Player Y: ";object position y(1)
Set Cursor 0,30
Print "Player Z ";object position z(1)
Set Cursor 0,60
Print "Arrow Case X: ";object position x(6)
Set Cursor 0,75
Print "Arrow Case Y:";object position y(6)
Set Cursor 0,90
Print "Arrow Case Z: ";object position z(6)
Set Cursor 0,105
Print "Sword X: ";object position x(5)
Set Cursor 0,120
Print "Sword Y: ";object position y(5)
Set Cursor 0,135
Print "Sword Z: ";object position z(5)
Set Cursor 0,150
Print "House X: ";object position x(8)
Set Cursor 0,165
Print "House Y: ";object position y(8)
Set Cursor 0,180
Print "House Z: ";object position z(8)
rem Modify character angle based on left/right keys
stage=0
IF LEFTKEY()=1 THEN a#=a#-5.0
IF RIGHTKEY()=1 THEN a#=a#+5.0
a#=wrapvalue(a#)
rem Modify character position based on up/down keys
IF UPKEY()=1 THEN x#=NEWXVALUE(x#,a#,3) : z#=NEWZVALUE(z#,a#,3) : stage=1
IF DOWNKEY()=1 THEN x#=NEWXVALUE(x#,a#,-3) : z#=NEWZVALUE(z#,a#,-3) : stage=1
rem If character action changes
IF stage<>oldstage
IF stage=0
SET OBJECT FRAME 1,0.0
LOOP OBJECT 1,0,20
SET OBJECT SPEED 1,10
ENDIF
IF stage=1
SET OBJECT FRAME 1,105.0
LOOP OBJECT 1,105,125
SET OBJECT SPEED 1,40
ENDIF
oldstage=stage
ENDIF
rem Update character position and angle
POSITION OBJECT 1,x#,0.0,z#
YROTATE OBJECT 1,a#
YROTATE OBJECT 6,a#
yrotate object 6,wrapvalue(object angle y(1))
rem Update character
y#=get ground height(1,x#,z#)+50.0
position object 1,x#,y#,z#
yrotate object 1,a#
rem Position camera to the back of the character
cx#=newxvalue(x#,wrapvalue(a#+180),600)
cz#=newzvalue(z#,wrapvalue(a#+180),600)
cy#=get ground height(1,cx#,cz#)+250.0
position camera cx#,cy#,cz#
rem Point camera at object
point camera x#,y#,z#
rem Syncronise
sync
rem End loop
loop
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