Sledge, thanks for answering.
1. I've tried ellipsoid collision zones and it still doesn't work because it's target-to-bullets.
2. I'm not quite sure what you're suggesting here.
3. I don't want a major slowdown.
4. I do need to model the projectile nature of bullets because - unlike an FPS - the bullets aren't lightning-quick. They're slow, like bullets in old platformers, and thus allow opponents to dodge.
I think I might try using a For...Each...Next loop to cycle through each bullet and see if it's hit a player, but that's still rather inefficient.
1. I've tried ellipsoid collision zones and it still doesn't work because it's target-to-bullets.
2. I'm not quite sure what you're suggesting here.
3. I don't want a major slowdown.
4. I do need to model the projectile nature of bullets because - unlike an FPS - the bullets aren't lightning-quick. They're slow, like bullets in old platformers, and thus allow opponents to dodge.
I think I might try using a For...Each...Next loop to cycle through each bullet and see if it's hit a player, but that's still rather inefficient.