To make footsteps, you need to use ent_playsound() to play a sound effect at the entity's location. To have the sound effect play only during certain parts of the wizard's animation, you will have to use some tricky conditional statements that check his current state of animation and play a sound effect. There's no one way to do this, so I'll leave it up to you to figure out; but if you need further help, I can write you an example. laugh

To create a first person camera, you'll need to modify the position and rotation vectors of the "camera" object. An easy way to do this would be:
Code:
camera.x = my.x;
camera.y = my.y;
camera.z = my.z;
camera.pan = my.pan;
camera.tilt = my.tilt;
camera.roll = my.roll;


But a simpler way to write that would be:
Code:
vec_set (camera.x, my.x);
vec_set (camera.pan, my.pan);



Both blocks of code will place the camera at the entity's origin. Of course, you can move the camera up or down by simply adding or subtracting to the Z parameter of the camera object.


Eats commas for breakfast.

Play Barony: Cursed Edition!