What I want, is to push a button and my entity to get moving and rotate with a push of a button, and not have to hold the button down while it's moving or turning.
Then you need to initiate a variable to keep track of whether the object is supposed to be in motion/turning or not.
EDIT: Here, I would be thinking along these lines...
Graphics3D 800,600,0,2 SetBuffer BackBuffer() cam=CreateCamera() : PositionEntity cam,0,2,-10 Type player Field key_up Field key_down Field key_left Field key_right Field key_center Field zVel# Field turningRate# Field entity End Type currentPlayer.player=Null shipTemplate=CreateCube() ScaleEntity shipTemplate,1,.1,5 HideEntity shipTemplate oneUp.player=New player oneUp\key_up = 200 oneUp\key_down = 208 oneUp\key_left = 203 oneUp\key_right = 205 oneUp\key_center = 57 oneUp\zVel=0.0 oneUp\turningRate=0.0 oneUp\entity=CopyEntity(shipTemplate) cameraTarget.player=oneUp ground=CreatePlane() groundTex=CreateTexture(32,32,8) ScaleTexture groundTex,2,2 Color 100,255,100 Line 0,0,31,0 Line 0,0,0,31 CopyRect 0,0,32,32,0,0,BackBuffer(),TextureBuffer(groundTex) EntityTexture ground,groundTex While Not KeyHit(1) For currentPlayer=Each player If KeyDown(currentPlayer\key_up) Then currentPlayer\zVel=.1 If KeyDown(currentPlayer\key_down) Then currentPlayer\zVel=0.0 If KeyDown(currentPlayer\key_left) Then currentPlayer\turningRate=currentPlayer\turningRate+0.1 If KeyDown(currentPlayer\key_right) Then currentPlayer\turningRate=currentPlayer\turningRate-0.1 If currentPlayer\turningRate<-2 Then currentPlayer\turningRate=-2 If currentPlayer\turningRate>2 Then currentPlayer\turningRate=2 If KeyDown(currentPlayer\key_center) Then currentPlayer\turningRate=0.0 TurnEntity currentPlayer\entity,0,currentPlayer\turningRate,0 MoveEntity currentPlayer\entity,0,0,currentPlayer\zVel Next PointEntity cam,cameraTarget\entity RenderWorld Flip Wend
Cursor keys + space (to center rudder).