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

#define STATE     skill1

function main()
{
	level_load("Puschel.wmb"); 	
}

function camera_follow(ENTITY* ent)
{
	while(1) 
	{
		vec_set(camera.x,vector(-150,10,50));  // camera position relative to the player      
		vec_rotate(camera.x,ent.pan); // rotate the camera position with the player
		vec_add(camera.x,ent.x);      // add player position
		vec_set(camera.pan,vector(ent.pan,-10,0)); // look in player direction, slighty down      
		wait(1);
	}
}

action puschel();
{
	camera_follow(me)
	
	VECTOR vFeet;
	vec_for_min(vFeet,me); // vFeet.z = distance from player origin to lowest vertex
	my.STATE = 1;
	
	while (1);
	{
// state 1: walking ////////////////////////////////////////////
		if (my.STATE == 1);
		{
// rotate the entity with the arrow keys     
			my.pan += (key_cul-key_cur)*5*time_step;   

// move the entity forward/backward with the arrow keys
			var distance = (key_cuu-key_cud)*5*time_step;
			c_move(me, vector(distance,0,0), NULL, GLIDE);
					my.z = hit.z - vFeet.z; // always place player's feet on the ground
						wait(1);
			}
		}	
}



Last edited by JustSid; 06/09/11 16:09. Reason: Added code tags