Cameras & Movement

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Thank you Stevie;

Yeah, that's exactly what I'm trying to achieve - resident evil style movement.
After comparing movement relative to camera and movement relative to level (if CAMERApointer is zero), it turns out that movement relative to level makes more sense when STATIC camera isn't facing the room at the right angles. It simply works better for my taste, so I decided to go with that.
I've sent you my sandbox level to your email, so you can get the exact idea.
The problem with this code though is that when the room is rotated in world space, the key setup doesnt match the exact same room coordinates movement, of course, since it moves the character by 1 or -1 relative to world coords.
I'm trying to have the same key configuration for all the rooms in the level no matter at what angles they're rotated under the world coords, or where the camera is placed - which is, W moves the character deeper into the "monitor", S moves him towards you, and A and D move him left or right on the monitor ( no matter where the camera is placed, or how the room is rotated ), but relative to room's coords, not cameras.

Btw, press the right mouse button to go into "aim mode" and that's where i want the character to use the same key config relative to room's coords as well ( the only difference being it doesn't move, only turn.

I hope with this explanation and the sandbox i sent you get a clear picture. But your resident evil style movement explains alot too. :]

Thank you for helping!