Now I'm using the code at the buttom of the post. It's a smoke trail but see how it looks sick



Code:
function effect_rocket_tail_fast(PARTICLE* p) {
	p.flags &= ~MOVE;
}

function effect_rocket_tail(PARTICLE* p) {
	p.flags |= (BEAM | MOVE | TRANSLUCENT);
	p.bmap = raketen_schweif_tga;
	p.alpha = 35 + random(5);
	p.size = 50;
	p.event = effect_rocket_tail_fast;
}

action rocket() {
	ENTITY* victim = NULL;
	VECTOR vel_temp;
	var temp = 0;
	my.TEMPO = 30;
	ANGLE ang_temp;
	
		// aim
		victim = ptr_for_handle(my.TARGET);
		if (victim != NULL) {
			vec_set(ang_temp,opfer.x);
			vec_sub(ang_temp,my.x);
			vec_to_angle(ang_temp,ang_temp);
			vec_set(my.pan, vector(ang_temp.pan, ang_temp.tilt, 0));
		}

		// fly
		c_move(my, vector(my.TEMPO * time_step, 0, 0), nullvector, IGNORE_ME | IGNORE_PASSABLE | IGNORE_YOU);
		
		// smoke tail
		temp += time_step;
		vec_for_angle(vel_temp, my.pan);
		vec_normalize(vel_temp, -my.TEMPO);
		if (temp >= effect_level) {
			effect(effect_rocket_tail, 1, my.x, vel_temp);
			temp -= effect_level;
		}

}



Please, anyone tell me how to make this ugly holes away.

Last edited by Toryno; 08/27/09 15:32. Reason: I think the word is trail and not tail...

Thanks for reading, thinking, answering wink