Blitz collisions prevent penetration to the bullet can travel as fas as you like.
For the linepick , you don't have to worry about last position. Assuming your bullet is pointing in the direction it's firing, you can use something like ..
For the linepick , you don't have to worry about last position. Assuming your bullet is pointing in the direction it's firing, you can use something like ..
tformvector 0,0,BulletSpeed, Bullet, 0 If LinePick(bulletx , bullety , bulletz , tformedx , tformedy , tformedz , bulletradius) = enemymodelhandle delete enemy delete bullet else moveentity bullet, 0,0,bulletspeed endif