look ill give you some real help use this code
sync on
sync rate 60
randomize timer()
load sound "whip.wav", 1
load sound "earth slow.wav", 2
load sound "earth fast.wav", 3
load sound "hit tree.wav", 4
load image "rock.bmp", 1
make matrix 1, 1000,1000,10,10
prepare matrix texture 1, 1, 1, 1
load object "dwarf1.x", 1
scale object 1, 500, 500, 500
set object ambient 1, 0
set object speed 1, 30
loop object 1, 327, 360
load object "dwarf2.x", 2
scale object 2, 500, 500, 500
set object ambient 2, 0
set object speed 2, 30
loop object 2, 2, 14
dx# = rnd(1000)
dz# = rnd(1000)
rem radar
make object cone 3, 6
xrotate object 3, 90
fix object pivot 3
position object 3, 0,50,100
color object 3, rgb(255,0,0)
set object ambient 3, 0
DO
oldstage = stage
stage = 0
gosub _controls
gosub _handle_attack
if stage <> oldstage
if stage = 0 then loop object 1, 292, 325
if stage = 1 then loop object 1, 2, 14
if stage = 2 then loop object 1, 16, 26
if stage = 3 then loop object 1, 112, 126 : play sound 1
endif
gosub _sounds
gosub _position_camera
gosub _position_dwarf
gosub _handle_dwarf2
gosub _radar
center text screen width()/2, 10, "Score: "+str$(score)
sync
LOOP
_controls:
if attacking = 0
if shiftkey()
speed# = 4
stage = 2
else
speed# = 2
endif
if upkey()
x# = newxvalue(x#, a#, speed#)
z# = newzvalue(z#, a#, speed#)
if stage <> 2 then stage = 1
endif
if downkey()
x# = newxvalue(x#, a#, -speed#)
z# = newzvalue(z#, a#, -speed#)
if stage <> 2 then stage = 1
endif
if rightkey()
a# = wrapvalue(a#+4)
endif
if leftkey()
a# = wrapvalue(a#-4)
endif
endif
if controlkey() then attacking = 1
RETURN
_position_camera:
cx# = newxvalue(x#,0, -50)
cz# = newzvalue(z#,0, -50)
position camera cx#,80,cz#
point camera x#,y#,z#
RETURN
_position_dwarf:
position object 1, x#, y#, z#
yrotate object 1, a#
RETURN
_handle_attack:
if attacking = 1
stage = 3
if object frame(1) >= 125 then attacking = 0:hit = 0:return
if distance#(x#,z#,dx#,dz#) < 20^2
if object frame(1) > 118 and hit = 0
hit = 1
inc score, 1
play sound 4
endif
endif
endif
RETURN
_handle_dwarf2:
dx# = newxvalue(dx#, da#, 1)
dz# = newzvalue(dz#, da#, 1)
if timer() > dtime + direction_change
dtime = timer()
direction_change = rnd(3000)+3000
da# = rnd(360)
endif
if dx# > 1000 or dx# < 0 or dz# > 1000 or dz# < 0
da# = wrapvalue(da# + 180)
endif
position object 2, dx#, dy#, dz#
yrotate object 2, da#
RETURN
_radar:
ra# = atanfull(dx#-x#, dz#-z#)
yrotate object 3, ra#
rx# = newxvalue(x#,180, 10)
rz# = newzvalue(z#,180, 10)
position object 3, rx#, ry#, rz#
RETURN
_sounds:
if stage = 1
if sound playing(2) = 0 then play sound 2
endif
if stage = 2
if sound playing(3) = 0 then play sound 3
endif
RETURN
rem returns the squared distance
function distance#(x1 as float, y1 as float, x2 as float, y2 as float)
d2# = (x1 - x2)^2 + (y1 - y2)^2
endfunction d2#
just make some sounds and make a model named dwarf.x
This code was made by Phalanx i belive.............
should start you with the 3d enviroment
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