Well, its me again.

I used Georges AUM 77 code, and modified it for my uses.

Well, nearly all of my code works fine,

BUT

the fired bullets did not impact or react in any way with another entity.

They fly through the server and the client ent.

On walls, they remove themselves, i dont know why not on ents.

Maybe u guys are able to help me out.

I had to setminmax after bullet creation, cause if i did not, they did not ignore the creating ent.

heres the code:

Code:

function reload_timer()
  {
   if (var_reload_timer_check == 1)
    { 
    return; 
    }
    var_reload_timer_check = 1;             			
   while(1)                    				
		{									
                       		
			var_reload_timer -= time_step/16;

         
         if (var_reload_timer <= 0)
         {
         	var_reload_timer_check = 0;
         	return;
			}
			wait(1);		              										;								
      }                 			
}

function move_players()

{ 

       while (1) 

       {
					c_move(my,vector(my.skill1 * time_step,0,0),nullvector,IGNORE_SPRITES|GLIDE);
					c_rotate(my,vector((my.skill2 * time_step),0,0),USE_AABB);

               ent_sendnow(my);

               wait (1);

       }

}

 function players_fired()

{

       if (connection == 2)

       {
   				if (var_reload_timer <= 0)
						{
							client_fired = 1;
							var_reload_timer = my.skill10;
						}
						
 					wait (1);
 					
               client_fired = 0;
               
					reload_timer();


       }

       if (connection == 3)

       {

               server_fired = 1;

               wait (1);
               
               reload_timer();

               server_fired = 0;

       }

}
function remove_bullets() // this function runs when the bullet collides with something

{

       wait (1); // wait a frame to be sure (don't trigger engine warnings)

       ent_remove (my); // and then remove the bullet

}


function move_bullets()

{

       var bullet_speed[3];

       

	    my.event = remove_bullets;

       my.pan = bullet_pan;

       bullet_speed.x = 10 * time_step;

       bullet_speed.y = 0; // the bullet doesn't move sideways

       bullet_speed.z = 0; // or up / down on the z axis
 		 
       while (my)

       {
       			
       			my.ENABLE_IMPACT = ON;
       			my.ENABLE_ENTITY = ON;
       			my.ENABLE_BLOCK = ON; 
					wait(1);
					c_setminmax(me); 
               c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);

               ent_sendnow(my); 

               wait (1);

       }                

}





function main() 

{

       fps_max = 60;



      camera.z = 5000;

      camera.tilt = -90;

	     ifdef client;

		    while(connection== 0) {wait(1);} // wait until level loaded and connection set

			endif;
	
    level_load(world_str); // load level

    sleep(.5); // make sure level is loadedif (!connection)

//		on_mouse_left = players_fired;

        display_info();
       if (connection == 2)

       {
					
               my = ent_create (str_jeepmdl_mg, vector (0,20,0), move_players);
               wait (-0.5);
              
              	my.enable_impact = on;
               client_ent = handle(my);
               send_var (client_ent);
               my.skill10 = 2;
					my.skill5 = 5; // Skill5 == Driverskill
					my.skill3 = 10; // Maximum Speed
					on_mouse_left = players_fired;//	display_info();
               while (1) 
					{
						
							on_mouse_left = players_fired;
						
						   var_reload_timer_display = int(var_reload_timer * 60);
						   
							if (key_w == on) && (my.skill1 < my.skill3)
							{
								my.skill1 +=1 * time_step;
							}
               		if (key_s == on) && ((my.skill1) > ((my.skill3 / 2) * -1))
							{
								my.skill1 -=1 * time_step;
							}
							if (key_a - key_d == 0)   
							{
								my.skill2 = 0 * time_step;
							}
							if (key_a - key_d != 0) && (my.skill1 < 0)  
							{
								my.skill2 = ((key_d - key_a)*(12 - my.skill5)) * time_step;
							}	
							if (my.skill1 > 0) && (key_a - key_d != 0)
							{
								my.skill2 = ((key_a - key_d)*(12 - my.skill5)) * time_step;
							}
							if (my.skill1 == 0) && (key_a - key_d != 0)
							{
								my.skill2 = 0;
							}		
         				if (key_space == on)
         				{
         					my.skill1 = 0;
         				}
         
          

                     send_skill (my.skill1, SEND_VEC);
                     
                     if (client_fired == 1) && (var_reload_timer <= 0)
                     {
                     	var_reload_timer = my.skill10;
                     }
                     	send_var (client_fired);// send client_fired to the server
//                     	beep;
//                     	var_reload_timer = my.skill10;
//							}
							 

                       wait (1);

               }

       }

       if (connection == 3)

       { 
       			my = ent_create (str_jeepmdl_srm, vector (100, 80, 0), move_players);
      			wait (-0.5);
					var my_rocket_launch_points_array[1] = 208, 256;
			 		on_mouse_left = players_fired;
					my.skill10 = 5; // == Fire_lag (relaod time in seconds)
               my.skill5 = -4; // Skill5 == driver-Skill
               my.skill3 = 10; // Maximum Speed
               
					var bullet_pos[3];

					
					
               while (1) 
					{		
				   	var_reload_timer_display = int(var_reload_timer * 31);

							on_mouse_left = players_fired;
					
							if (key_w == on) && (my.skill1 < my.skill3)
							{
								my.skill1 +=1 * time_step;
							}
               		if (key_s == on) && ((my.skill1) > ((my.skill3 / 2) * -1))
							{
								my.skill1 -=1 * time_step;
							}
							if (key_a - key_d == 0)   
							{
								my.skill2 = 0 * time_step;
							}
							if (key_a - key_d != 0) && (my.skill1 < 0)  
							{
								my.skill2 = ((key_d - key_a)*(12 - my.skill5)) * time_step;
							}	
							if (my.skill1 > 0) && (key_a - key_d != 0)
							{
								my.skill2 = ((key_a - key_d)*(12 - my.skill5)) * time_step;
							}
							if (my.skill1 == 0) && (key_a - key_d != 0)
							{
								my.skill2 = 0;
							}		
         				if (key_space == on)
         				{
         					my.skill1 = 0;
         				}
         				
         				

									
                       			
                       			
									
                       		if ((server_fired) && (var_reload_timer <= 0))
                       		    {                       	
                         		 vec_for_vertex (bullet_pos,my,my_rocket_launch_points_array[0]);
                               bullet_pan = my.pan;
                               ent_create(str_SRMRocket,vector(bullet_pos.x,bullet_pos.y,bullet_pos.z), move_bullets);
                               vec_for_vertex (bullet_pos,my,my_rocket_launch_points_array[1]);
                               bullet_pan = my.pan;
                               ent_create(str_SRMRocket,vector(bullet_pos.x,bullet_pos.y,bullet_pos.z), move_bullets);	
                               var_reload_timer = my.skill10;
                               }

								if (client_fired) 

                       {
                               you = ptr_for_handle(client_ent);
                             	 vec_for_vertex (bullet_pos,you,10);
   	                         bullet_pan = you.pan;
      	                      ent_create(str_BulletMG,vector(bullet_pos.x,bullet_pos.y,bullet_pos.z), move_bullets);
                         }       
								wait(1);
                       }
               wait (1);
               }
       }







Thanks for every help and suggestions.