As DJWoodgate says, use Tformnormal ...
I doubt that there is another more efficient way. The target pivot is required to obtain orientation relative to the camera - which your always going to need.
Stevie
Speed# = .5 If Mx <> 0 Or Mz <> 0 ;move relative to camera TFormNormal Mx, 0, Mz , CAMERApivot , 0 TranslateEntity CUBE, TFormedX() * Speed , 0, TFormedZ() * Speed ;turn relative to movement PositionEntity TARGET, EntityX( CUBE ) + TFormedX() , 0, EntityZ( CUBE ) + TFormedZ() TurnEntity CUBE, 0 , DeltaYaw( CUBE, TARGET ) * .25, 0 EndIf
I doubt that there is another more efficient way. The target pivot is required to obtain orientation relative to the camera - which your always going to need.
Stevie