If you want to play impact sound, simply create a dummy model at hit->x position (or target.x) and play ent_playsound at it (note that there should be a pointer to ENTITY, not vector as you've used in your example). After sound was played, remove that dummy model.

Example:
Code:
void impact(){
	
	var snd_handle = ent_playsound(my, impact_wav, 500);
	
	while(my){
		
		if(!snd_playing(snd_handle)){ break; }
		wait(1);
		
	}
	
	safe_remove(my);
	
}

// in bullet function
if(trace_hit){
	
	ent_create(NULL, &hit->x, impact);
	
}



Best regards!


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