Quote:
Code:
function create_balls()
{
proc_kill(4);
vec_for_vertex (temp.x, weapon1, 1465);
ent_create (ball_mdl, temp.x, move_balls);
}
function move_balls()
{
var ball_speed;
my.pan = camera.pan;
my.tilt = camera.tilt;
ball_speed.x = 50 * time_step;
ball_speed.y = 0;
ball_speed.z = 10 * time_step; // change this to 0
while (my != null)
{
c_move (my, ball_speed, nullvector, ignore_passable);
ball_speed.z -= 3 * time_step; //change this to = -3 * time_step;
wait (1);
}
}