When "going forward" it also goes upwards/downwards depending on if I'm in a vehicle and what vehicle it is, and if I'm on foot.
I've tried searching both here and on Google for examples on Airbrake but I can't seem to find any at all.
double h = ((Math.PI * (Player.Character.Heading + 92)) / 180);
float Z = Player.Character.Position.Z; // used to calculate difference in the Z coordinate afterwards
Vector3 direction = new Vector3(((float)Math.Cos(h)) * 6, ((float)Math.Sin(h)) * 6, -1.0f);
Player.Character.CurrentVehicle.Position += direction;
Player.Character.Position += direction;
float za = Player.Character.Position.Z - Z;
Player.Character.CurrentVehicle.Position -= new Vector3(0, 0, za);
Player.Character.Position -= new Vector3(0, 0, za);
I've tried doing a lot of things differently, but I'm just more confused now. Anybody feel like helping?