make matrix 1,10000.0,10000.0,25,25
set text opaque
load bitmap "Caulk.bmp",1
get image 1,0,10,128,128
prepare matrix texture 1,1,2,2
load object "townhouse_shell.x",2
load object "thompson.3DS",1
lock object on 1
position object 1,15,-5,30
position object 2,30,15,10
hide mouse
sync on
sync rate 0
do
if upkey()=1 then move camera 10.0
if downkey()=1 then move camera -10.0
if leftkey()=1 then angley#=wrapvalue(angley#-2.0)
if rightkey()=1 then angley#=wrapvalue(angley#+2.0)
xrotate camera 0.0
yrotate camera angley#
zrotate camera 0.0
position mouse 320,240
cx#=wrapvalue(cx#+mousemovey())
cy#=wrapvalue(cy#+mousemovex())
cz#=wrapvalue(cz#+mousemovez())
rotate camera cx#,cy#,cz#
if inkey$()="a"
position object 2,object position x(2)+0.1,15,10
endif
if inkey$()="z"
position object 2,object position x(2)-0.1,15,10
endif
text 0,0,"object position in x = "+str$(object position x(2))
sync
loop
that should allow you to move the object in the X direction by pressing A and Z, the position will be shown in the top left of the screen, move it where you want it and then use that position value to hardcode the objects location.
Windows: 32 bit extension/graphical shell for a 16bit patch to an 8bit OS originally coded for a 4bit CPU, written by a 2bit company that can't stand 1bit of competition, now available in 64bits.