Thanks, found that and it worked.
Another problem now though. I created a version of b3d's turn, which works fine, but when I go to zero the roll by getting the rotation after the turn and passing zero to roll, it locks when turning on the yaw axis.
Another problem now though. I created a version of b3d's turn, which works fine, but when I go to zero the roll by getting the rotation after the turn and passing zero to roll, it locks when turning on the yaw axis.
tmp.EntityRotation( Self ) ; set matrix to match entity rotation Local mt:Matrix = matrix.create() Local vt:Matrix = matrix.create() vt.identity() tmp.multiply(vt) mt.rotate(pitch Mod 360.0,yaw Mod 360.0,roll Mod 360.0) 'set matrix to match turn pars mt = mt.multiplynew( tmp ) 'multiply current and turn pars together mt.Getrotate() mt.rotate( mt.pitch(),mt.yaw(),0 ) 'Zero roll <-Causes lock mt.getRotate() rotate( mt.pitch() Mod 360.0,mt.yaw() Mod 360.0,mt.roll() Mod 360.0 )