Für Blood-Decals, ist ne alte Action, also beschwert euch nicht, sie funktioniert.

SKILLS:
SKILL BLAAR { }
SKILL BLAAR_ANGLE { }
SKILL BLOOD_POS_AFTERHOOK { }
SKILL BLOOD_MOVE_AFTERHOOK { }
SKILL DECAL_COUNT { }

Das hier in euere Kugel-Event (Pistolenkugel...)ein, die Pistolenkugel MUSS eine Entity sein:

BLAAR.X = MY.X +500;
BLAAR.Y = MY.Y;
BLAAR.Z = MY.Z;
BLAAR_ANGLE.PAN = MY.PAN;
BLAAR_ANGLE.TILT = MY.TILT;
BLAAR_ANGLE.ROLL = MY.ROLL;
VECROTATE BLAAR,BLAAR_ANGLE;
TRACE_MODE = IGNORE_ME + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_MODELS + IGNORE_SPRITES + IGNORE_MAPS + ACTIVATE_SHOOT;
TRACE (MY.POS,BLAAR);
CREATE <BL1.BMP>,TARGET,BLOOD_DECAL_NEW;

Das ist die Decal-Action:

SKILL ANGLE5 { }

ACTION BLOOD_DECAL_NEW{
TO_ANGLE ANGLE5,NORMAL;
MY.PAN = ANGLE5.PAN;
MY.TILT = ANGLE5.TILT;
MY.ROLL = ANGLE5.ROLL;
SET MY.ORIENTED,ON;
SET MY.PASSABLE,ON;
SET MY.NEAR,ON;
SET MY.INVISIBLE,OFF;
SET MY.FLARE,ON;
SET MY.TRANSPARENT,OFF;
MY.AMBIENT = -20;
MY.SCALE_X = RANDOM (0.2) + 0.2;
MY.SCALE_Y = MY.SCALE_X;
MY.SCALE_Z = 0;
SET MY.PASSABLE,ON;
IF (RANDOM (1) <= 0.5){
IF (RANDOM (1) <= 0.5){
IF (RANDOM (1) <= 0.5){
IF (RANDOM (1) <= 0.5){
MORPH <BL1.BMP>,ME;}
ELSE {
MORPH <BL2.BMP>,ME;}}
ELSE {
IF (RANDOM (1) <= 0.5){
MORPH <BL3.BMP>,ME;}
ELSE {
MORPH <BL4.BMP>,ME;}}}
ELSE {
IF (RANDOM (1) <= 0.5){
IF (RANDOM (1) <= 0.5){
MORPH <BL5.BMP>,ME;}
ELSE {
MORPH <BL6.BMP>,ME;}}
ELSE {
IF (RANDOM (1) <= 0.5){
MORPH <BL7.BMP>,ME;}
ELSE {
MORPH <BL8.BMP>,ME;}}}}
ELSE {
IF (RANDOM (1) <= 0.5){
IF (RANDOM (1) <= 0.5){
MORPH <BL9.BMP>,ME;}
ELSE {
MORPH <BL10.BMP>,ME;}}
ELSE {
IF (RANDOM (1) <= 0.5){
MORPH <BL11.BMP>,ME;}
ELSE {
MORPH <BL12.BMP>,ME;}}}
DECAL_COUNT += 1;
WHILE (DECAL_COUNT < 51){
WAIT 1;}
DECAL_COUNT -= 1;
REMOVE ME;
}

Hier sind die Blood-Splashes: http://members.tripod.com/macro-soft/blood.zip
(64KB)

Und hier könnt ihr euch die Decals in meinem Spiel angucken: http://members.tripod.com/macro-soft/New.zip
(1.2 MB)