Dude, go make an introduction or something. You need to become part of the site lol.
I'll help anyway.
Well, the vCam actually changes the co-ordinates of the frame (_root), so it's not ideal for this.
Fortunately, there's a handy little function called Stage, which deals with the properties of the .swf itself, in a browser or on its own. Like the actual width and height of the .swf itself. These properties can't be changed with Actionscript. This is useful because you can keep track of the .swf's width (Stage.width) separate of the _root, if that makes sense. Changing the width of the _root will stretch all the contents of the frame, but it won't make the .swf any larger or smaller.
Anyway, you can simply set the frame's position relative to the mouse's position minus the center of the Stage using this line of code:
- _root._x = (_xmouse-Stage.width/2)*-0.5
You do Stage.width/2 to get the centre of the swf. The *-0.5 decides the boundaries (and adds a little easing).
In a function, it'd look like this:
- onEnterFrame = function () {
- _root._x = (_xmouse-Stage.width/2)*-0.5;
- _root._y = (_ymouse-Stage.height/2)*-0.5;
- }
If you want the crosshair (or anything else) to stay in the center of the stage, use this:
- crosshair._x = (_root._x-(Stage.width/2))*-1;
- crosshair._y = (_root._y-(Stage.height/2))*-1;
Only problem is that it can get a little bit complex here, because now you're not positioning the bulletholes and the clicks and everything where the mouse is, but where the crosshair is. So just remember to set the bulletholes and such at crosshair._x and crosshair._y rather than _xmouse and _ymouse, (and you can't be clicking buttons; you have to use hitTest or other methods)
Good luck. I'll try to help out as much as possible, and I could make an example file for you to study if this is a little too confusing.