Okay, so I also want to add it. I Played around with the Code and I think I'll get something useful:) So, here is what I got until now:P
Code:
#include <acknex.h>
#include <default.c>
ENTITY* box;
var Xbox_Joystick_X , Xbox_Joystick_Y ; // Change var to float for higher sensitivity
var Xbox_Joystick_Raw_X , Xbox_Joystick_Raw_Y, 
	Xbox_Joystick_Rot_X, Xbox_Joystick_Rot_Y ;  
	
// var Xbox_Joystick2_Raw_X , Xbox_Joystick2_Raw_Y ; 

var Xbox_Button_A, Xbox_Button_B, Xbox_Button_X, Xbox_Button_Y, 
	Xbox_Button_Front_L, Xbox_Button_Front_R, Xbox_Button_Back, Xbox_Button_Start, 
	Xbox_Joy_Push_L, Xbox_Joy_Push_R, Xbox_Button_11, Xbox_Button_12 ; 

function main()
{
	level_load ("") ; // Tell the engine to load a Level, then suddenly change your mind
	wait (1) ; // Give it a little time to think about that one
  	box = ent_create("cube.mdl", nullvector, NULL);
	while( 1 ) // as long as the sun rises in the East...
	{	// copy everything to temp variables for display purposes
		Xbox_Joystick_Y = joy_force.x ; 
		Xbox_Joystick_X = joy_force.y ; 
		box.y = joy_force.x;
		box.x = joy_force.y;
		wait(1);
	} 
}


So, but if you change for example the camera, the ball also changes the direction. Littel bit confused but thanks for making this big script:)


"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011