For a better understanding.. The last Problems in English:


When i hit the left mouse button, a bullet is created.
Here´s the code:
Click to reveal..
Code:
[...]
		vec_for_vertex(my_vertex.x, my, 155);
[...]

if(my.skill5 == 1 && my.skill93 == 0 && my.skill94 != 0)
			{
				bulget[bulnumb] = ent_create("bullet.mdl", my_vertex.x, flybullet);
				set(bulget[bulnumb], PASSABLE);
				vec_set(bulget[bulnumb].pan, my.pan);
				
				bulnumb += 1;
				if(bulnumb > 2900)
				{
					bulnumb = 0;
				}
				debugvar_1 = bulnumb;
				my.skill94 -= 1;
				wait(1);
				my.skill93 = 1;
			}
			else if(my.skill5 == 0 && my.skill93 == 1)
			{
				my.skill93 = 0;
			}

[...]


This creates the bullet, set´s the fly angle and the action:
Click to reveal.. ("action flybullet()")
Code:
action flybullet()
{
	//my.z += 5;
	wait(1);
	//c_setminmax(my);
	my.lightrange = 10;
	c_move(my, vector(40*time_step, 0,0), NULL, GLIDE | IGNORE_PASSABLE);
	while(1)
	{
		if(you)
		{
			if(you.skill90 == 1 && my.client_id != dplay_id)
			{
				if((you.skill96==0) && (you.skill97>0))
				{
					you.skill97 -= 200;
					break;
				}
			}
			else
			{
				c_move(my, vector(40*time_step, 0,0), NULL, GLIDE | IGNORE_PASSABLE);
				c_scan(my.x, my.pan, vector(360, 0, 10), IGNORE_ME);
			}
		}
		else
		{
			c_move(my, vector(40*time_step, 0,0), NULL, GLIDE | IGNORE_PASSABLE);
			c_scan(my.x, my.pan, vector(360, 0, 20), IGNORE_ME);
		}
		if(my.x > 735 || my.x < -745 || my.y > 115 || my.y < -1385)
		{
			break;
		}
		wait(1);
	}
	my.lightrange = 60;
	ExploA2();
	ExploB2();
	ExploC2();
	ExploD2();
	killflare2();
	ent_remove(my);
}



The problem is now:
I can shot myself into hell. o.O"

How can i say the bullet, not to hit me and my team members?







The second problem is shown on the next screen:

Actually there should only be 1 bullet...
When i just start a servergame - it creates just 1.
But, when a client joines the game, multiple bullets are created all over the screen when i shot.



I hope someone can help me ^.^


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