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As we know the BUILD Engine has limits, such as that it can not pitch 2D sprites (think of a picture hanging on a wall crooked) but we can exploit this by using 3D models plus the structure members [[pitch]] and [[roll]]. It is best to use the code as a state so that every actor is not using it, otherwise it could have a serious impact on your frame rate, not to mention that certain actors would just look bad using this code. The following code will allow actors that call the state to pitch and roll if they are placed or move onto a sloped surface. Note: This code should be placed at the top of GAME.CON or at least written first before any actors call the state. First off, we will need the following gamevars: gamevar a 0 0 gamevar b 0 0 gamevar x 0 0 gamevar y 0 0 gamevar z 0 0 gamevar angle 0 0 gamevar SECTOR 0 0 Then, we need to define two things: define TILT_SPEED 32 define TILT_MAX 128 // This value may be edited if more sloping is required. Next, the code itself: state pitchroll { iffloordistl 8 { // get z behind? actor getactor[THISACTOR].x x getactor[THISACTOR].y y getactor[THISACTOR].z z getactor[THISACTOR].ang angle getactor[THISACTOR].clipdist a mulvar a -1 addvarvar a x rotatepoint x y a y angle x y updatesectorz x y z SECTOR ifvarn SECTOR -1 { //make sure calculated point is in a SECTOR getflorzofslope SECTOR x y b } else { getactor[THISACTOR].z b } // get z in front? of actor getactor[THISACTOR].x x getactor[THISACTOR].y y getactor[THISACTOR].clipdist a addvarvar a x rotatepoint x y a y angle x y updatesectorz x y z SECTOR ifvarn SECTOR -1 { getflorzofslope SECTOR x y z } else { getactor[THISACTOR].z z } // get pitch amount subvarvar z b shiftvarr z 3 // cap amount of pitch, Duke looks silly leaning out so far ifvarg z TILT_MAX setvar z TILT_MAX setvar a TILT_MAX mulvar a -1 ifvarvarl z a setvarvar z a // gradually adjust pitch to avoid jerkily snapping to the slope getactor[THISACTOR].pitch a ifvarvarg a z { subvar a TILT_SPEED setactor[THISACTOR].pitch a } else ifvarvarg a z { setactor[THISACTOR].pitch z } ifvarvarl a z { addvar a TILT_SPEED setactor[THISACTOR].pitch a } else ifvarvarl a z { setactor[THISACTOR].pitch z } // get z right? of actor getactor[THISACTOR].x x getactor[THISACTOR].y y getactor[THISACTOR].z z getactor[THISACTOR].ang angle getactor[THISACTOR].clipdist a addvarvar a y rotatepoint x y x a angle x y updatesectorz x y z SECTOR ifvarn SECTOR -1 { getflorzofslope SECTOR x y b } else { getactor[THISACTOR].z b } // get left? of actor getactor[THISACTOR].x x getactor[THISACTOR].y y getactor[THISACTOR].clipdist a mulvar a -1 addvarvar a y rotatepoint x y x a angle x y updatesectorz x y z SECTOR ifvarn SECTOR -1 { getflorzofslope SECTOR x y z } else { getactor[THISACTOR].z z } // get roll amount subvarvar z b shiftvarr z 3 // cap amount of roll ifvarg z TILT_MAX setvar z TILT_MAX setvar a TILT_MAX mulvar a -1 ifvarvarl z a setvarvar z a // gradually adjust roll getactor[THISACTOR].roll a ifvarvarg a z { subvar a TILT_SPEED setactor[THISACTOR].roll a } else ifvarvarg a z { setactor[THISACTOR].roll z } ifvarvarl a z { addvar a TILT_SPEED setactor[THISACTOR].roll a } else ifvarvarl a z { setactor[THISACTOR].roll z } } } ends Finally, to make use of the state, place the following line into any actor that will use it. For example, I will use the chaingun pickup. actor CHAINGUNSPRITE fall '''state pitchroll''' // This is where I have placed the state. ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { ifgotweaponce 0 break addweapon CHAINGUN_WEAPON 50 quote 54 ifspawnedby CHAINGUNSPRITE state getweaponcode else state quikweaponget } enda

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