I was thinking more movement then panning. Here's my current code.
Quote:
function steelpush()
{
if(event_type == EVENT_TOUCH)
while(1)
{
while (!mouse_left) wait (1); // wait until the player left clicks
{
if(mouse_left == 1)
{
//phent_addtorqueglobal(me,steelpushvec); // add a torque (an angular force) to the ball
vec_set(steelpushvec,vector(camera.tilt * 10 * camera.pan * -10, camera.tilt * 10 * camera.pan * -10, 0));
phent_addvelcentral(my,steelpushvec);
wait (1);
}
}
}
else

if (event_type == EVENT_RELEASE)
{
{
cant_move();
}
}
}


I've been messing with the values trying to get it to so it moves forward on the axis I'm clicking on, so If I click along the Y axis, it moves forward, but if I click on the X axis it move forward on that.


EDIT:
Well, using that rotate to player is sorta what I wanted, except correlating to movement.

Last edited by Tai; 02/05/09 05:18.