| I'm making an fps at the moment and have encountered an issue. I have mouselook working, but as a result the character flies in the direction the mouse is looking. I have been advised to use translateEntity, but this merely moves the player along the global x/z axis. 
 
 ;game loop
While Not KeyHit(1)
	A# = .5 ;movement speed
	
	
	;mouselook
	mxs# = mxs# + MouseXSpeed()
	mys# = mys# + MouseYSpeed()
	RotateEntity playerHull,mys#,-mxs,0
	MoveMouse 100,100
	
	If mxs# > 360 Then mxs# = 0 ;limits of y value of view
	If mxs# < 0 Then mxs# = 360 
	
	If mys# > 80 Then mys# = 80 ;limits of x value of view
	If mys# < -80 Then mys# = -80
	
	
	
	;movement commands
	If KeyDown(17)	Then ;forward movement
		MoveEntity playerHull,0,0,A#
		walking=1
	EndIf
	
	If KeyDown(31)	Then ;backwards movement
		MoveEntity playerHull,0,0,-A#
		walking=1
	EndIf
	
	If KeyDown(30) Then ;strafe left
		MoveEntity playerHull,-A#,0,0
		walking=1
	EndIf
	
	If KeyDown(32)	Then ;strafe right
		MoveEntity playerHull,A#,0,0
		walking=1
	EndIf
	
	;viewbobbing
	If walking=1
	a1#=(a1#+shoe_size) Mod 360
  	Else
  	;a1#=a1#*0.8
 	EndIf
    PositionEntity camera,Cos(a1#)*head_bang_X#,Sin(90+a1#*2)*head_bang_Y#,0,0
	;footsteps
 	If Sin(90+a1*2)<-.85
  		If  footstep_needed<>0
   			Color 255,255,255
   			PlaySound snd_step
   			footstep_needed=0
  		EndIf
 	Else
  	footstep_needed=1
 	EndIf
	
	walking = 0;
	
	UpdateWorld
	RenderWorld
	
	Text 10,575,"Movement Demo"
	
	Flip
Wend
 Can anyone recommend a solution to this?
 
 
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