I saw too answers to this recently, one from me one from someone else - if only there was a search feature *cough*
Basically you read off the height infront, behind, to the left and right of the vehicle. We'll put this into front#, rear#, left# and right#
After the sync, you then reverse your rotations in backwards order so that the next time you read the ground height you read the correct co-ordinates. For this reason it is necessary to store the vehicles yrotation in a variable rather than apply rotations directly to the object, we'll store this in vehicleFacing#
To adjust the amount that the vehicle rolls by either read from a distance further away from the centre of the vehicle, or multiply/divide the sum of the subtraction.
roll object right vehicleObject,right#-left#
pitch object up vehicleObject,front#-rear#
turn object right vehicleObject,vehicleFacing#
sync
turn object left vehicleObject,vehicleFacing#
pitch object down vehicleObject,front#-rear#
roll object left vehicleObject,right#-left#
There are other ways that may be better, faster or whatever. However this method works for me because it's pretty easy for my small mind to understand it
It's been a while since I used DB Classic now, but if I recall correctly it is neccesary to fix the object pivot after each rotation, but i'm not sure.
Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.