Hey, thank you, but that doesn't seem to be the problem. I tested your idea with my old version but it reset the ship's pan in irregular intervals and caused other weird effects. I tried to implement your ideas but either they don't work at all or I don't understand them correctly. Here is my new version, where I moved the setting of the player's position from the ship's action to the player's (excerpts):

Code:


action player_act()
{

...

//turn and move the player
move_min_z = 0.9;
c_rotate(me,vector(my.skill24,0,0),glide|ignore_passable|ignore_passents);
c_move(me,my.dist_rel,my.dist_abs,glide|ignore_passable|ignore_passents);

//move him with ship and other ship-related stuff
vec_set(temp, my.x);
temp.z -= 3000;
result = c_trace(my.x, temp, ignore_me|use_box);

if (you == ship)
{
ship_controls.visible = on;
vec_add(my.x,ship_vector);

}
else
{
ship_force = 0;
ship_pan = 0;
ship_controls.visible = off;
}

...

}


action player_ship {
ship = me;
my.polygon = on;
c_setminmax(my);
my.push = 80;
while(1) {


c_rotate(me,vector(ship_pan*time_step,0,0),glide|ignore_passable|ignore_passents|ignore_push);
c_move(me,vector(ship_force*time_step,0,(key_cuu-key_cud)*10*time_step),nullvector,ignore_passable|ignore_passents|glide|ignore_push);

vec_set(ship_vector,my_speed);



wait(1);
}

}





Still...same problem.

Last edited by Luzifer; 01/13/08 17:33.