help me whit mouse look script modification

i found this mouslock script some where here…

how ever it don’t quit work as I need it to, as it is right now, it is moving the object up and down (that is good) and right and left on the Z-axe. how can I change it to rotate right and left along the Y-axe instead?
sry 4 bad spelling
here is the script:


######################################################
#
#   MouseLook.py        Blender 2.55
#
#   Tutorial for using MouseLook.py can be found at
#
#    www.tutorialsforblender3d.com
#
#   Released under the Creative Commons Attribution 3.0 Unported License.    
#
#   If you use this code, please include this information header.
#
######################################################
import bge
controller = bge.logic.getCurrentController()
obj = controller.owner
if obj["o"] == 0:
    # define main program
    def main():
        
        # set default values
        Sensitivity =  0.0005
        Invert = 1
        Capped = False
        
        # get controller
        
        # get the object this script is attached to
        
        # get the size of the game screen
        gameScreen = gameWindow()
        
        # get mouse movement
        move = mouseMove(gameScreen, controller, obj)
        
        # change mouse sensitivity?
        sensitivity =  mouseSen(Sensitivity, obj)
        
        # invert mouse pitch?
        invert = mousePitch(Invert, obj)
        
        # upDown mouse capped?
        capped = mouseCap(Capped, move, invert, obj)
        
        # use mouse look
        useMouseLook(controller, capped, move, invert, sensitivity)
            
        # Center mouse in game window
        centerCursor(controller, gameScreen)
        
    #####################################################
    
    # define game window
    def gameWindow():
        
        # get width and height of game window
        width = bge.render.getWindowWidth()
        height = bge.render.getWindowHeight()
        
        return (width, height)
    
    #######################################################
    
    # define mouse movement function
    def mouseMove(gameScreen, controller, obj):
    
        # Get sensor named MouseLook
        mouse = controller.sensors["MouseLook"]
    
        # extract width and height from gameScreen
        width = gameScreen[0]
        height = gameScreen[1]
    
        # distance moved from screen center
        x = width/2 - mouse.position[0]
        y = height/2 - mouse.position[1]
        
        # initialize mouse so it doesn't jerk first time
        if not 'mouseInit' in obj:
            obj['mouseInit'] = True
            x = 0
            y = 0
        
        #########    stops drifting on mac osx
           
        # if sensor is deactivated don't move
        if not mouse.positive:
            x = 0
            y = 0
        
        #########  -- mac fix contributed by Pelle Johnsen
                        
        # return mouse movement
        return (x, y)
    
    
    ######################################################
    
    # define Mouse Sensitivity
    def mouseSen(sensitivity, obj):
        
        # check so see if property named Adjust was added
        if 'Adjust' in obj:
            
            # Don't want Negative values
            if obj['Adjust'] < 0.0:
                obj['Adjust'] = 0.0
            
            # adjust the sensitivity
            sensitivity = obj['Adjust'] * sensitivity
    
        # return sensitivity
        return sensitivity
    
    #########################################################
    
    # define Invert mouse pitch
    def mousePitch(invert, obj):
        
        # check to see if property named Invert was added    
        if 'Invert'in obj:
                
            # pitch to be inverted?
            if obj['Invert'] == True:
                invert = -1
            else:
                invert = 1
                
        # return mouse pitch
        return invert
    
    #####################################################
    
    # define Cap vertical mouselook
    def mouseCap(capped, move, invert, obj):
        
        # check to see if property named Cap was added
        if 'Cap' in obj:            
        
            # import mathutils
            import mathutils
            
            # limit cap to 0 - 180 degrees
            if obj['Cap'] > 180:
                obj['Cap'] = 180
            if obj['Cap'] < 0:
                obj['Cap'] = 0
            
            # get the orientation of the camera to parent
            camOrient = obj.localOrientation
            
            # get camera Z axis vector
            camZ = [camOrient[0][2], camOrient[1][2], camOrient[2][2]]
            
            # create a mathutils vector 
            vec1 = mathutils.Vector(camZ)
            
            # get camera parent
            camParent = obj.parent
            
            # use Parent z axis 
            parentZ = [ 0.0, 0.0, 1.0]
            
            # create a mathutils vector
            vec2 = mathutils.Vector(parentZ)
    
            # find angle in radians between two vectors
            rads = mathutils.Vector.angle(vec2, vec1)
    
            # convert to degrees (approximate)
            angle = rads * ( 180.00 / 3.14) 
    
            # get amount to limit mouselook
            capAngle = obj['Cap']
                    
            # get mouse up down movement
            moveY = move[1] * invert
            
            # check capped angle against against camera z-axis and mouse y movement
            if (angle > (90 + capAngle/2) and moveY > 0)   or (angle < (90 - capAngle/2) and moveY < 0)  == True:
                
                # no movement
                capped = True
    
        # return capped
        return capped
    
    ###############################################
    
    # define useMouseLook
    def useMouseLook(controller, capped, move, invert, sensitivity):
                    
        # get up/down movement
        if capped == True:
            upDown = 0
        else:
            upDown = move[1] * sensitivity * invert * 4
            
        # get left/right movement
        leftRight = move[0] * sensitivity * invert 
            
        # Get the actuators
        act_LeftRight = controller.actuators["LeftRight"]
        act_UpDown = controller.actuators["UpDown"]  
        
        # set the values
        act_LeftRight.dRot = [ 0.0, 0.0, leftRight]
        act_LeftRight.useLocalDRot = False  
        
        act_UpDown.dRot = [ upDown, 0.0, 0.0]
        act_UpDown.useLocalDRot = True
        
        # Use the actuators 
        controller.activate(act_LeftRight)
        controller.activate(act_UpDown) 
        
    #############################################
    
    # define center mouse cursor
    def centerCursor(controller, gameScreen):
        
        # extract width and height from gameScreen
        width = gameScreen[0]
        height = gameScreen[1]
        
        # Get sensor named MouseLook
        mouse = controller.sensors["MouseLook"]
        
        # get cursor position
        pos = mouse.position
            
        # if cursor needs to be centered
        if pos != [int(width/2), int(height/2)]:
            
            # Center mouse in game window
            bge.render.setMousePosition(int(width/2), int(height/2))
            
        # already centered.  Turn off actuators
        else:
            # Get the actuators
            act_LeftRight = controller.actuators["LeftRight"]
            act_UpDown = controller.actuators["UpDown"]  
            
            # turn off the actuators 
            controller.deactivate(act_LeftRight)
            controller.deactivate(act_UpDown) 
    
    ##############################################
    
    #import GameLogic
    # Run program
    main()

I think you should change:

    leftRight = move[0] * sensitivity * invert 

to

    leftRight = -move[0] * sensitivity * invert

that did only invert the mouse on the Z-axe, diden’t change it to go along the Y-axe

Forget it, I solved it on my own, needed to change the:

        # set the values         act_LeftRight.dRot = [ 0.0, 0.0, leftRight]         act_LeftRight.useLocalDRot = False           

to this:

        # set the values         act_LeftRight.dRot = [ 0.0, leftRight, 0.0]         act_LeftRight.useLocalDRot = False