Ja, ich mal wieder. Bin mittlerweile viel weiter, die Geschosse bereiten mir aber immernoch Kummer:
Code:
FUNCTION Waffe()
{
	Bolter = me;
	 
	WHILE(1)
	{
		bone_angle.pan = (screen_size.x / 2 - mouse_pos.x ) / 10;
		bone_angle.tilt = (screen_size.y / 2 - mouse_pos.y) / 10;
		ent_bonereset(my,"Bone1");
		ent_bonerotate(my,"Bone1",bone_angle);
		my.pan = player.pan; my.tilt = player.tilt; my.x = player.x; my.y = player.y;my.z = player.z + 130;
		my.visible = on;
		my.passable = on;
	
		
		WAIT(1);
	}
}

ACTION Bolt
{
   
   my.pan = (screen_size.x - mouse_pos.x ) / 10;
   my.tilt =(screen_size.y / 2 - mouse_pos.y) / 10;
	my.push = 1;
	Geschoss = me;
	WHILE(1)
	{  
	   Bewegung.x = 15 * time_step; Bewegung.y = 0;
	   my.scale_x = 0.1; my.scale_y = 0.1; my.scale_z = 0.1;
		c_move(me,Bewegung,nullvector,ignore_passable | IGNORE_MODELS);
		WAIT(1);
	}
}


FUNCTION schiessen()
{
	WHILE(key_pressed(280) == on)
	{
		Abschuss.x = Bolter.x; Abschuss.y = Bolter.y; Abschuss.z = Bolter.z;
	
   mouse3D.x = mouse_pos.x;
   mouse3D.y = 0;
   mouse3D.z = 15000 + mouse_pos.y;
   vec_for_screen(mouse3D,Sicht);
   c_trace(player.x,mouse3D.x,IGNORE_ME | IGNORE_PASSABLE | ACTIVATE_SHOOT | use_box);	
   ent_create("rocket.mdl",Abschuss.x,Bolt);
   WAIT(1);
	}
	IF(key_pressed(57) == on)
	{
	
   mouse3D.x = mouse_pos.x;
   mouse3D.y = 0;
   mouse3D.z = 15000 + mouse_pos.y;
   vec_for_screen(mouse3D,Sicht);
   c_trace(player.x,mouse3D.x,IGNORE_ME | ACTIVATE_SONAR | use_box);	
   WAIT(1);
	}
}


Die Geschosse fliegen wild herum, sollen aber von der Mündung zum FAdenkreuz fliegen.

Danke für die Hilfe