hey sadsack
and others here too... wink

why not try this?
I just used the x component of the vector.
As well as excluded the time_step system variable.
You can place it in to multiply.
And I used the Red Dragon model too.

Code:
//////////////////////////////
#include <acknex.h>
#include <default.c>
VECTOR* mv[3];





function move_ship() {
	
	mv.x=0;
	mv.y=0;
	mv.z=0;
	
	
	while(1) {
		
		  if (key_w) vec_add(my.x,vector(7,0,0));
		  if (key_s) vec_add(my.x, vector(-7,0,0));
		  
		  
	 //	mv_v1.x = 7 *time_step;
	//	mv_v1.y = 6 * time_step;
	//	mv_v1.z = 0;
		 // move the player using the "W", "S", "A" and "D" keys; "10" = movement speed, "6" = strafing speed
		 
		 
		 
		 c_move (me, nullvector,  vector( mv.x, mv.y, mv.z), GLIDE);
		 wait(1);
	}
}




function main() {
	level_load ("");
	wait(2);	// wait until the level is loaded
	vec_set(camera.x, vector(-500, 0, -10));
	ent_create("RED_DRAGON.mdl", vector(0, 0, 0),move_ship);
	//ent_create("land.mdl", vector(-900,2000, -400),NULL);
}	
 



and the proof is in the pudding.

on start up of the program



after I pressed the w key once




cheers


Last edited by cemetarycat; 08/26/08 02:40.