Malice,

Hey thanks for the reply! You can actually just replace that with a while(my) if you want, its essentially doing the same thing. Here is a portable version of the code.

Click to reveal..

void trail()
{
set(my,PASSABLE|BRIGHT|TRANSLUCENT);
my.alpha=100;
ent_clone(me);
vec_sub(my.x,you.x);
while(my.alpha>0)
{
my.alpha-=time_frame*0.25;
wait(1);
}
ent_remove(me);
}

void trail_ribbon(var vert1, var vert2, ENTITY* ent)
{
ent = me;
VECTOR trailpos1;
VECTOR trailpos2;
VECTOR trailpos3;
VECTOR trailpos4;
ENTITY* trail1;
var sspeed = 0;
while(ent)
{
sspeed++;
if(sspeed%2==0)
{
trail1 = ent_create("trail1mdl.mdl",ent.x,trail);
vec_for_vertex(trailpos2,ent,vert1);
vec_for_vertex(trailpos1,ent,vert2);
vec_to_mesh(trailpos1,trail1,1);
vec_to_mesh(trailpos2,trail1,2);
vec_to_mesh(trailpos3,trail1,3);
vec_to_mesh(trailpos4,trail1,4);
vec_set(trailpos3,trailpos1);
vec_set(trailpos4,trailpos2);
wait(1);
trail1=NULL;
}
}
}


I am currently modifying the multiplayer code written by George and Superku to make it a bit more "visually appealing" for a bit of practive. I uploaded the stuff to my dropbox in case you want to download it.

https://www.dropbox.com/s/8ugywqd51sq89yt/mp_template_v0.1.zip?dl=0

The problem with using beam/streak effects is that, quite frankly, they look disgusting. As far as I am aware there isn't a way to get a "unified" or spline-like result which makes the trail look like its one singular "unit". Using particles, you will run into an issue where the trailing effect will look choppy based on the speed of the emitting entity. Which, as said earlier, looks gross lol. Here is a video showing the effect I am trying to achieve, minus the actual movement of the "smoke" or trail.

https://www.youtube.com/watch?v=vKAvvauNQ8M