Hi,

I wouldn't even try to get into real physics just yet, but here is some work around code:

Code:

 	///////////////////////////////
#include <acknex.h>
#include <default.c>

///////////////////////////////
//ENTITY* car;

var world_gravity = -9.8;

function main()
{
	level_load ("homework18.wmb");
	wait (2);
	//car = ent_create("car1.mdl", vector(0,0,10), NULL);
        ent_create("car1.mdl", vector(0,0,10), my_car);
	while(1)
{
	//camera.x = car.x;
	//camera.y = car.y;
	//camera.z =  car.z +17;
	//camera.tilt = -5;
	wait(1);
}
}

action my_car()
{

    var speed;
	while (1)
	{	
		
	my.pan += (key_a - key_d) * 3 * time_step;
        speed = (key_w - key_s) * 15;
         
        c_move (my, vector(speed*time_step, 0, 0), vector(0,0,world_gravity*time_step), GLIDE);

        camera.pan = my.pan;
        camera.x = my.x;
	camera.y = my.y;
	camera.z =  my.z +17;
	camera.tilt = -5;

        wait(1);
	}
}


You might have to adjust world_gravity higher or lower depending on you level scale.

Loco


Professional A8.30
Spoils of War - East Coast Games