As ar as I see you have the initialisation and the update in the same function, which is a nono. Make one function to init the thing (loading dragon, loading sprites etc. initialize start values of variables) and a second function that will update the fire etc. I think you need to learn this anyway, so I will not show you where exactly the init parts and the update parts of your program are, only one thing:
A program usually loads thing and then branches to an endless loop that may be ended with the Escape Key:
mesh=LoadMEsh("thingie.3ds")
while keydown(1)=0
; update object 1
turnentity mesh,0,1,0 ; (example)
renderworld()
Flip
wend
The fire seems to be some kind of particle engine. This part:
;--------------- fire--------------------
pivFire=CreatePivot()
sprite = LoadSprite("C:\blitz3D\Blitz3D\samples\dragon\Fire.bmp ",2,pivFire)
PositionEntity sprite,3,20,43,False
RotateEntity sprite,0,90,0,False
HideEntity sprite
con#=0.5:conx#=0.3:no=5
Md=4
;----------------------------------------
time=MilliSecs()
is the initialisation of the fire. The rest down to the flip, is the update part that needs a special function that can be called frequently. I wouldn't use the flip there, instead do it this way:
while keydown(1)=0 ; main loop
update_fire()
rednerworld()
flip
wend
See also the timing code, that you may have to move to the main loop.
A program usually loads thing and then branches to an endless loop that may be ended with the Escape Key:
mesh=LoadMEsh("thingie.3ds")
while keydown(1)=0
; update object 1
turnentity mesh,0,1,0 ; (example)
renderworld()
Flip
wend
The fire seems to be some kind of particle engine. This part:
;--------------- fire--------------------
pivFire=CreatePivot()
sprite = LoadSprite("C:\blitz3D\Blitz3D\samples\dragon\Fire.bmp ",2,pivFire)
PositionEntity sprite,3,20,43,False
RotateEntity sprite,0,90,0,False
HideEntity sprite
con#=0.5:conx#=0.3:no=5
Md=4
;----------------------------------------
time=MilliSecs()
is the initialisation of the fire. The rest down to the flip, is the update part that needs a special function that can be called frequently. I wouldn't use the flip there, instead do it this way:
while keydown(1)=0 ; main loop
update_fire()
rednerworld()
flip
wend
See also the timing code, that you may have to move to the main loop.