How would I partake in doing such work. Say I have my normal emiter:

Code:
 if(weapon_number==1)//////
{
ent_vertex(temp,765);///vertex shell
CREATE <case.mdl>,temp,Part_shell;
}



Now i got my Shell code where it does the normal random flips out of the case. How could i add physics to this...im thinking on using newtons.

Code:
 function Part_Shell()
{
my.passable = on;
my.metal = on;
my.scale_x *= 0.4;
my.scale_y *= 0.4;
my.scale_z *= 0.4;

// throw part
my._speed_x = random(6) - 3;
my._speed_y = random(6) - 3;
my._speed_z = random(3) + 8;

//reset:
my._aspeed_pan = 0 + random(20);
my._aspeed_tilt = 0 + random(70);
my._aspeed_roll = 0;

MY.PAN = YOUR.PAN;
MY.TILT = YOUR.TILT;

//Animate
my.skill9 = 20 + random(50);

while(my.skill9 > -16)
{
move_mode=ignore_models;
abspeed[0] = my._speed_x * time;
abspeed[1] = my._speed_y * time;
abspeed[2] = my._speed_z * time;

my.pan += my._aspeed_pan * time;
my.tilt += my._aspeed_tilt * time;
my.roll += my._aspeed_roll * time;

vec_scale(absdist,movement_scale); // scale absolute distance by movement_scale
move(my,nullvector,abspeed);

if(bounce.z)
{
my._speed_z = -(my._speed_z/2);
if(my._speed_z < 0.25)
{
my._speed_x = 0;
my._speed_y = 0;
my._speed_z = 0;
my._aspeed_pan = 0;
my._aspeed_tilt = 0;
my._aspeed_roll = 0;
}
}

my._speed_z -= 2*time;
my.skill9 -= 1;

//fade out:

my.alpha -= 2*time;
if(my.alpha <=0)
{
//remove
wait(1);
remove(me);


}
wait(1);
}

}



Any ideas...i want it to bounce on ground i can call a sound....and then remove(me);

Thanks.


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