Quote:

I've tried a lot of different ways of coding this but I'm stuck.

c_rotate(me,vector((key_q-key_e)*10*time,my_angle.tilt-my.tilt,my_angle.roll-my.roll),glide);

instead of key_q-key_e I would like joy_force.x < 0-joy_force.x > 0

c_rotate(me,vector((joy_force.x < 0-joy_force.x > 0))*10*time,my_angle.tilt-my.tilt,my_angle.roll-my.roll),glide); This example is the wrong method




why dont you do:
Code:
 
var joy_Xforce = joy_force.x;
joy_Xforce = clamp(joy_Xforce, 0, 2);
var joy_Yforce = joy_force.y;
joy_Yforce = clamp(joy_Yforce, 0, 2);

c_rotate(me,vector((joy_Xforce-joy_Yforce))*10*time_step,my_angle.tilt-my.tilt,my_angle.roll-my.roll),glide);



made from the top of my head, so i didnt test it, might be a bit bugged, but should work.

regards,


Formerly known as dennis_fantasy
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