Ok, I made it to get a simple one working. If you want it here is the code: You can work with it smile I hope it helps you at least a little bit
It was much easyer then I thought xD
Click to reveal..

Code:


action platform_action()
{
	var platform_rotation_speed = 0.1;//Rotation Speed of the platform
	var car_rotation_speed = 0.5;//rotation speed of the car
	
	ENTITY* car1;//Pointer to all the cars
	ENTITY* car2;
	ENTITY* car3;
	ENTITY* car4;
	
	//Create the cars at 4 edges of the platform
	car1 = ent_create("car.mdl",vector(my.x + 50,0,0),NULL);//Place the car 50 quands over 0
	car2 = ent_create("car.mdl",vector(my.x - 50,0,0),NULL);//Place the car 50 quands under 0
	car3 = ent_create("car.mdl",vector(0,my.y + 50,0),NULL);//Place the car 50 quands right from 0
	car4 = ent_create("car.mdl",vector(0,my.y - 50,0),NULL);//Place the car 50 quands left from 0
	
	while(1)
	{
		my.pan += platform_rotation_speed*time_step;//Rotate platform
		
		car1.pan += car_rotation_speed*time_step;//rotate cars around themselfes
		car2.pan += car_rotation_speed*time_step;
		car3.pan += car_rotation_speed*time_step;
		car4.pan += car_rotation_speed*time_step;
		
		vec_rotate (car1.x,vector(platform_rotation_speed,0,0));//rotate the cars around the vector(0,0,0)
		vec_rotate (car2.x,vector(platform_rotation_speed,0,0));
		vec_rotate (car3.x,vector(platform_rotation_speed,0,0));
		vec_rotate (car4.x,vector(platform_rotation_speed,0,0));
				
		wait(1);
	}
}

function main()
{
	level_load(NULL);
	wait(3);
	
	camera.z = 200;
	camera.x = -200;//Move camera
	camera.tilt = -45;
	
	ent_create("platform.mdl",vector(0,0,0),platform_action);//create Platform
	
}



EDIT: I didn't used c_rotate because it isn't necessary here. Just rotated with my.pan

EDIT2: I forgot the time_step wink

Last edited by Nicotin; 04/08/09 00:21.