Quote: "instead of using a "bullet", use a box(make object box 1,1,RANGE OF WEAPON).obviously, the range of weapon in the example needs to be substituted for the range of the weapon the player is using. if you can pick up many weapons, set the range as an array with the different ranges stored in it(dim ranges(50) ranges(1)=... ranges(2)=... etc)
i chose 50 so the array has 50 "parts". position the box at the end of the gun and set it to the same rotation(set object to object orientation...)
check for collision with objects(the only problem is multiple collisions, but i haven't fixed that part yet)(ex. hit=object collision(BULLET,0) if hit=... then gosub monster_die etc)
NOTE: if you want to make it easier, save a group of models and use them for all of your models(ex models 100-700 are monsters,701-900 are buildings, etc) this makes it easier to check what kind of object the bullet hits."
Thats pretty smart way of looking at the problem, wouldn't have thought of that one, however, using projectiles can have their advantages, if you want the range to slowely die out, or if you want the projectile to drop, or fire wildely, then that method would have problems.
Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.