This won't make it endless. It'll just make the area seem huge. For the scene flag, you first need a block with a sky texture assigned to it then define this entity as a sky object.

Code:

sky some_sky
{
... // sky definition code goes here
flags = scene, visible;
}

action move_with_camera
{
some_sky = me;

while(!some_sky)
{
wait(1); // wait until pointer is valid
}

while(1)
{
my.x = camera.x/16; // play with the 16
my.y = camera.y/16;
my.z = camera.z/16;
wait(1);
}
}



You may need to ent_create the entity to get it to work. For infinite distance, instead of setting the my.x-related stuff, use vec_set(my.x, camera.x) to copy the positions of the camera. This way, the region is infinitely distant all around.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials