I have a problem with a bullets and player collusion, I tried to create them from camera, as well from vertex from weapon, it use to work perfect, but now I can't get it to work proper! Here is the code:
Code:
VECTOR bullet_spd;
VECTOR bullet_pos;
var bullet_spd_x = 600;

function remove_()
{
	if(event_type == EVENT_ENTITY)
	{
		if(you.skill47 == _enemy)
		{
			you._health -= weapon._damage + random(2);
		}
		else
		{
			if(you == player || you.skill47 == bullet_)
			{
				set(my,PASSABLE);
                                wait(3);
				reset(my,PASSABLE);
			}
		}
		wait(1);
		ent_remove(my);
	}
	if(event_type == EVENT_BLOCK)
	{
		wait(1);
		ent_remove(my);
	}
}

function bullet()
{
	my.scale_x = 1;
	my.scale_y = my.scale_x;
	my.scale_z = my.scale_x;
	my.emask |= (ENABLE_BLOCK | ENABLE_ENTITY); 
	my.event = remove_;
	my.ambient = 100;
	my.push = -1;
	my.skill47 = _p_bullet;
	my.pan = camera.pan+(random(weapon._aim*2.5)-weapon._aim)/10;
	my.tilt = camera.tilt+(random(weapon._aim*2.5)-weapon._aim)/10;
	bullet_spd.x = bullet_spd_x*time_step;
	bullet_spd.y = 0;
	bullet_spd.z = 0;
        while (my != NULL)
	{
		c_move(my,bullet_spd,nullvector, IGNORE_YOU + IGNORE_ME + IGNORE_PASSABLE + IGNORE_PUSH);
		wait(1); 
	}
} 

// player has my.push = -2
//weapon.aim depends on the weapon.
//weapon.damage depends on the weapon as well





Last edited by 3run; 07/03/10 15:05.

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