okeydokey then, take 2....
rem this section controls the camera
rem zoom in and out
if mousemovez()<zoomzero#
zoom#=zoom#+10.0
zoomzero#=mousemovez()
endif
if mousemovez()>zoomzero#
zoom#=zoom#-10.0
zoomzero#=mousemovez()
endif
if zoom#>800 then zoom#=800
rem rotate left/right around chopper
if mouseclick()=1
HIDE MOUSE
if mousemovex()<0
camangle#=wrapvalue(camangle#-2.0)
endif
if mousemovex()>0
camangle#=wrapvalue(camangle#+2.0)
endif
rem rotate camera view elevation
if mousemovey()<0
elevation#=elevation#-3.0
endif
if mousemovey()>0
elevation#=elevation#+3.0
endif
if elevation#>90.0 then elevation#=90.0
if elevation#<-90.0 then elevation#=-90.0
else
SHOW MOUSE
endif
rem work out camfollow data
camheight#=zoom# * SIN(elevation#)
camrange#=zoom# * COS(elevation#)
rem tell camera to follow and point at chopper
SET CAMERA TO FOLLOW lifterx#,liftery#,lifterz#,camangle#,camrange#,camheight#,camscrl#,1
POINT CAMERA lifterx#,liftery#,lifterz#
note that the lifterx/y/z# variables are the player model location. In addition, I have not specified a sync rate, I am just using default (does it really matter?)
On further inspection, I have noticed the same sort of effect in most of the DB example code as well (where the models move in a jerky manner)
Is this because with a mouselook the display is constantly being updated? or is there something else I am missing?
cheers