So, the fleet models are copies anyway ?
No reference possibility ?
erm...what do you mean?
from the Blitz docs for copyentity:
Creates a copy of an entity and returns the handle of the newly created copy. This is a new entity instance of an existing entity's mesh! Anything you do to the original Mesh (such as RotateMesh) will effect all the copies. Other properties (such as EntityColor, Position etc.) since they are 'Entity' properties, will be individual to the copy.
first you loadmesh() the ship model...then for each ship in the fleet you copyentity...say you have 50 ships in the fleet...so you do something like this:
DIM ships(49)
shipref = Loadmesh("ship.3ds")
For i = 0 to 49
ships(i) = Copyentity (shipref)
Next
now you can moveentity(), positionentity(), rotateentity(), Turnentity(), colorentity(), etc...with each ship to make them individualy do what you want...move them around in fleet formation, etc..
You can then create a pivot and parent all or just part of the ships to it...then by moveing the parent pivot around, all the children ships move with it.
Only one mesh (shipref) is stored in memory...all of the ships are instances of that mesh...you can do what you want with the instances, and it only effects that particular instance...but if you change shipref, then all of the instances are changed as well.