change move controls relative to player

hey guys,

recently started learning script and i'd quite like something explained please. the script below works great for my character but he turns relative to the world axis rather than the direction he's facing. for instance using WASD i'd like my character to turn to his left when a is pressed and not just walk of in the direction of the z axis regardless of which way he's facing. So if someone could highlight and explain the parts i should be looking at i'd appreciate it very much. got the cam sorted so now it's always behind the character so at least i'm learning something.

// The speed when walking
var walkSpeed = 8.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 20.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;
// We add extraJumpHeight meters on top when holding the button down longer while jumping
var extraJumpHeight = 2.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var controlledDescentGravity = 2.0;
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;
var canControlDescent = true;
var canWallJump = false;

private var jumpRepeatTime = 0.05;
private var wallJumpTimeout = 0.15;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags; 

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;
// Average normal of the last touched geometry
private var wallJumpContactNormal : Vector3;
private var wallJumpContactNormalHeight : float;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;
// When did we touch the wall the first time during this jump (Used for wall jumping)
private var touchWallJumpTime = -1.0;

private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;

private var lean = 0.0;
private var slammed = false;

private var isControllable = true;

function Awake ()
{

    moveDirection = transform.TransformDirection(Vector3.forward);
}

function UpdateSmoothedMovementDirection ()
{
    var cameraTransform = Camera.main.transform;
    var grounded = IsGrounded();

    // Forward vector relative to the camera along the x-z plane    
    var forward = Vector3.forward;
    forward.y = 0;
    forward = forward.normalized;

    // Right vector relative to the camera
    // Always orthogonal to the forward vector
    var right = Vector3(forward.z, 0, -forward.x);

    var v = Input.GetAxisRaw("Vertical");
    var h = Input.GetAxisRaw("Horizontal");

    // Are we moving backwards or looking backwards
    if (v < -0.2)
        movingBack = true;
    else
        movingBack = false;

    var wasMoving = isMoving;
    isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1; 

    // Target direction relative to the camera
    var targetDirection = h * right + v * forward;

    // Grounded controls
    if (grounded)
    {
        // We store speed and direction seperately,
        // so that when the character stands still we still have a valid forward direction
        // moveDirection is always normalized, and we only update it if there is user input.
        if (targetDirection != Vector3.zero)
        {
            // If we are really slow, just snap to the target direction
            if (moveSpeed < walkSpeed * 0.9 && grounded)
            {
                moveDirection = targetDirection.normalized;
            }
            // Otherwise smoothly turn towards it
            else
            {
                moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                moveDirection = moveDirection.normalized;
            }
        }

        // Smooth the speed based on the current target direction
        var curSmooth = speedSmoothing * Time.deltaTime;

        // Choose target speed
        //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
        var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

// Pick speed modifier
        if (Input.GetButton ("Fire3"))
        {
            targetSpeed *= runSpeed;
        }
        else if (Time.time - trotAfterSeconds > walkTimeStart)
        {
            targetSpeed *= trotSpeed;
        }
        else
        {
            targetSpeed *= walkSpeed;
        }

        moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

        // Reset walk time start when we slow down
        if (moveSpeed < walkSpeed * 0.3)
            walkTimeStart = Time.time;
    }
    // In air controls
    else
    {
        // Lock camera while in air
        if (jumping)
            lockCameraTimer = 0.0;

        if (isMoving)
            inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
    }

}

function ApplyJumping ()
{
    // Prevent jumping too fast after each other
    if (lastJumpTime + jumpRepeatTime > Time.time)
        return;

    if (IsGrounded()) {
        // Jump
        // - Only when pressing the button down
        // - With a timeout so you can press the button slightly before landing     
        if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
            verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
            SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
        }
    }
}

function ApplyGravity ()
{
            verticalSpeed -= gravity * Time.deltaTime;  
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float)
{
    // From the jump height and gravity we deduce the upwards speed 
    // for the character to reach at the apex.
    return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
    jumping = true;
    jumpingReachedApex = false;
    lastJumpTime = Time.time;
    lastJumpStartHeight = transform.position.y;
    touchWallJumpTime = -1;
    lastJumpButtonTime = -10;
}

function Update() {

    if (!isControllable)
    {
        // kill all inputs if not controllable.
        Input.ResetInputAxes();
    }

    if (Input.GetButtonDown ("Jump"))
    {
        lastJumpButtonTime = Time.time;
    }

    UpdateSmoothedMovementDirection();

    // Apply gravity
    // - extra power jump modifies gravity
    // - controlledDescent mode modifies gravity
    ApplyGravity ();

    // Apply jumping logic
    ApplyJumping ();

    // Calculate actual motion
    var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
    movement *= Time.deltaTime;

    // Move the controller
    var controller : CharacterController = GetComponent(CharacterController);
    wallJumpContactNormal = Vector3.zero;
    collisionFlags = controller.Move(movement);

    if (IsGrounded())
    {
        //sets rotation to the move direction
        transform.rotation = Quaternion.LookRotation(moveDirection);

    }   

    // We are in jump mode but just became grounded
    if (IsGrounded())
    {
        lastGroundedTime = Time.time;
        inAirVelocity = Vector3.zero;
        if (jumping)
        {
            jumping = false;
            SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
        }
    }
}

function OnControllerColliderHit (hit : ControllerColliderHit )
{
//  Debug.DrawRay(hit.point, hit.normal);
    if (hit.moveDirection.y > 0.01) 
        return;
    wallJumpContactNormal = hit.normal;
}

function GetSpeed () {
    return moveSpeed;
}

function IsJumping () {
    return jumping && !slammed;
}

function IsGrounded () {
    return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}

function SuperJump (height : float)
{
    verticalSpeed = CalculateJumpVerticalSpeed (height);
    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function SuperJump (height : float, jumpVelocity : Vector3)
{
    verticalSpeed = CalculateJumpVerticalSpeed (height);
    inAirVelocity = jumpVelocity;

    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function Slam (direction : Vector3)
{
    verticalSpeed = CalculateJumpVerticalSpeed (1);
    inAirVelocity = direction * 6;
    direction.y = 0.6;
    Quaternion.LookRotation(-direction);
    var controller : CharacterController = GetComponent(CharacterController);
    controller.height = 0.5;
    slammed = true;
    collisionFlags = CollisionFlags.None;
    SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}

function GetDirection () {
    return moveDirection;
}

function IsMovingBackwards () {
    return movingBack;
}

function GetLockCameraTimer () 
{
    return lockCameraTimer;
}

function IsMoving ()  : boolean
{
    return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
    return jumpingReachedApex;
}

function IsGroundedWithTimeout ()
{
    return lastGroundedTime + groundedTimeout > Time.time;
}

function IsControlledDescent ()
{
    // * When falling down we use controlledDescentGravity (only when holding down jump)
    var jumpButton = Input.GetButton("Jump");
    return canControlDescent && verticalSpeed <= 0.0 && jumpButton && jumping;
}

function Reset ()
{
    gameObject.tag = "Player";
}
// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)
@script AddComponentMenu("Third Person Player/Third Person Controller")

thanks in advance people

var forward = Vector3.forward; was the offending line changed to

var forward = cameraTransform.TransformDirection(Vector3.forward);

and now all is well. bloody programming malarkey!!!