well a skill is just a variable that is linked directly to that specific entity, there fore defining a skill, which is not completely neccassary but its much tidier:
Code:
DEFINE GRAV_ACCEL, skill10; //just an example
allows you to store a figure in the entities skill box, instead of a possibly global variable like temp.
Code:
action I_AM_SOMETHING()
{
while(1){
my.GRAV_ACCELL += time*random(10);
wait(1);
}
}
}
..simply adds random amount of time to the entities skill value. If two entities ran this same code, their GRAV_ACCELL skills would contain different values. In this way you could increase/decrease the amount of simulated gravity/air-friction over time, for each paintball.
Thats a little bit about skills.
However here is how I would think about implementing it:
Use a low value for the gravity, keep it constant. According to ballistics, the projectile will fall from the moment it leaves the barrel. The key is to reduce the force of the projectile over time. Lets call this air-friction

This means that while the air-friction is low the ball will travel much further per frame, whilst only dropping a tiny amount, but as the air-friction, grows the drop will become more down than along...
If you would like I can try to write you a basic script, or maybe someone else here will, to demonstrate.
Ultimatly there is no real difference about which you adjust, the rate of fall or the air-resistance, I just personally would do resistance, bcz messing with gravity would have Newton turning in his grave

Hope thats of some use
