Ok, I haven't used this for a while so I'm stumped, in finding the problem in my code... Every time I try and run the code, I get a "memory access violation". If any one can help I would be most thankful. I also am going to change the code to a more FPS format but I have to find this error first, THANKS!
here is the code...
here is the code...
Graphics3D 640,480 SetBuffer BackBuffer() type_camera=1 type_entity=2 type_bullet=3 type_player=4 Function pause() Text 100,150, "Game Paused - press any key (except P or start) to continue" WaitKey() WaitJoy() End Function ;Function fade() ;Include "fade.bb" ;End Function light=CreateLight() Global camera=CreateCamera() PositionEntity camera,1,1,0 CameraClsColor camera,92,236,222 EntityType camera, type_camera CameraRange camera,.001,1000 Global camera2=CreateCamera() PositionEntity camera2,0,1,-10 CameraClsColor camera2,92,236,222 RotateEntity camera2,0,90,0 CameraRange camera2,.001,1000 EntityType camera2,type_camera CameraViewport camera,0,0,GraphicsWidth()/2,GraphicsHeight() CameraViewport camera2,GraphicsWidth()/2,0, GraphicsWidth()/2,GraphicsHeight() Global camsphere=CreateSphere() EntityType camsphere,type_player Global camsphere2=CreateSphere() EntityType camsphere2,type_player plane=CreatePlane() EntityType plane,type_entity Ptex=LoadTexture("grass.jpg") EntityTexture plane,ptex Global mesh=LoadMesh("building1.b3d") PositionEntity mesh,0,.35, 10 ScaleEntity mesh,.05,.05,.05 EntityType mesh, type_entity Global gun=LoadMesh("guns\\w_fiveseven.3ds",camera) PositionEntity gun,.1,-.2,.3 ScaleEntity gun,.05,.05,.05 RotateEntity gun,90,-75,0 Global gun2=LoadMesh("guns\\w_fiveseven.3ds",camera2) PositionEntity gun2,.1,-.2,.3 ScaleEntity gun2,.05,.05,.05 RotateEntity gun2,90,-75,0 ;EntityParent gun2,camera2 Global fullcart=100 Dim bullet(fullcart) For i=0 To fullcart bullet(i)=CreateSphere() EntityColor bullet(i),100,100,100 ScaleEntity bullet(i),0.2,0.4,0.2 HideEntity bullet(i) Next Global fullcart2=100 Dim bullet2(fullcart2) For ii=0 To fullcart2 bullet2(ii)=LoadMesh("guns\\bullet.3DS") EntityColor bullet2(ii),100,100,100 ScaleEntity bullet2(ii),0.2,0.4,0.2 HideEntity bullet2(ii) Next EntityType bullet2(ii),type_bullet EntityType bullet(i),type_bullet Collisions type_camera,type_entity,2,2 Collisions Type_bullet,type_player,2,2 While Not KeyDown(1) ;If EntityCollided(type_bullet,camsphere) Then ;HideEntity bullet2 ;EndIf If KeyDown(208) Then MoveEntity camera2,0,0,-.25 If KeyDown(200) Then MoveEntity camera2,0,0,.25 If KeyDown(203) Then MoveEntity camera2,-.25,0,0 If KeyDown(205) Then MoveEntity camera2,.25,0,0 TurnEntity camera2, 0, -MouseXSpeed()/5.0,0,1 ;rotate player Pivot according to mouse X movement TurnEntity camera2, MouseYSpeed()/5.0, 0,0,0 If EntityPitch(camera2) < -45 ;don't allow camera to look below -45 degrees RotateEntity camera2, -45, EntityYaw(camera2), EntityRoll(camera2) EndIf If EntityPitch(camera2) > 45 ;don't allow camera to look above 45 degrees RotateEntity camera2, 45, EntityYaw(camera2), EntityRoll(camera2) EndIf MoveMouse GraphicsWidth()/1.3, GraphicsHeight()/2.1 ;reset mouse position to middle of screen If JoyXDir() = -1 MoveEntity camera,-.25,0,0 If JoyXDir() = 1 MoveEntity camera,.25,0,0 If JoyYDir() = -1 MoveEntity camera,0,0,.25 If JoyYDir() = 1 MoveEntity camera,0,0,-.25 ;If JoyXDir() = -1 TurnEntity camera,0,1,0 ;If JoyXDir() = 1 TurnEntity camera,0,-1,0 ;If JoyYDir() = -1 TurnEntity camera,-1,0,0 ;If JoyYDir() = 1 TurnEntity camera,1,0,0 ;If JoyDown(1) MoveEntity camera,-.1,0,0 ;If JoyDown(3) MoveEntity camera,.1,0,0 ;If JoyDown(4) MoveEntity camera,0,0,.1 ;If JoyDown(2) MoveEntity camera,0,0,-.1 If JoyDown(1) TurnEntity camera,0,2,0,1 If JoyDown(3) TurnEntity camera,0,-2,0,1 If JoyDown(4) TurnEntity camera,-2,0,0 If JoyDown(2) TurnEntity camera,2,0,0 If t=100 t=1 reload=1 EndIf If tt=100 tt=1 reload2=1 EndIf If JoyHit(6) Then ShowEntity bullet(t) EntityParent bullet(t),0 PositionEntity bullet(t),EntityX(gun,1),EntityY(gun,1),EntityZ(gun,1) RotateEntity bullet(t),EntityPitch#(camera,1),EntityYaw#(camera,1),EntityRoll#(camera,1) EntityColor bullet(t),Rand(0,255),Rand(0,255),Rand(0,255) t=t+1 End If For q=0 To fullcart MoveEntity bullet(q),.3,.5,3 Next If MouseHit(1) Then ShowEntity bullet2(tt) EntityParent bullet2(tt),0 PositionEntity bullet2(tt),EntityX(gun2,1),EntityY(gun2,1),EntityZ(gun2,1) RotateEntity bullet2(tt),EntityPitch#(camera2,1),EntityYaw#(camera2,1),EntityRoll#(camera2,1) EntityColor bullet(tt),Rand(0,255),Rand(0,255),Rand(0,255) tt=tt+1 End If For qq=0 To fullcart2 MoveEntity bullet2(qq),-.3,.5,3 Next bulletcount=100-t bulletcount2=100-tt PositionEntity camsphere,EntityX(camera),EntityY(camera),EntityZ(camera) PositionEntity camsphere2,EntityX(camera2),EntityY(camera2),EntityZ(camera2) If EntityY(camera)<2.0 Then PositionEntity camera,EntityX(camera),2.0,EntityZ(camera) If EntityY(camera2)<2.0 Then PositionEntity camera2,EntityX(camera2),2.0,EntityZ(camera2) TranslateEntity camera,0,-.25,0 TranslateEntity camera2,0,-.25,0 ;If MouseHit(2) And reload2=0 Then ;tt=1 ;EndIf If bullet2(tt)=0 Then HideEntity bullet2(tt) RenderWorld UpdateWorld Text 0,15, "bullets remaining:"+ bulletcount If reload2=1 Then Text 300,30, "click right Mouse button to reload" Text 325,15, "bullets remaining:"+ bulletcount2 Text 200,0,EntityX(camera,True) Text 200,15,EntityY(camera,True) Text 200,30,EntityZ(camera,True) Text 600,0,EntityX(camera2,True) Text 600,15,EntityY(camera2,True) Text 600,30,EntityZ(camera2,True) If KeyDown(25) Then pause If JoyDown(10) Then pause Flip Wend End