Ok, two things one does someone have a good projectile tutorial for a FPS and whenever im moving my object for the FPS the object shakes consideraly so how do i solve this?
in the material panel, look for a DYN button… press it, and play with the friction…
Sphere bounds are the least bouncy I have found
EDIT:
use Dloc too… force will make him more bouncy
about projectiles- depending on what you want to do, a ray sensor might be better (with the help of some python) if an object moves too fast (say, the speed of a bullet, or even much slower than that) and is too small (say, the size of a bullet) it is liable to pass through whatever object it’s aimed at, without registering a collision.
The shaking might be reduced via the form setting- assuming this still does anything (it’s been a few versions since I messed with it at all)
Hello,
I would like to know about those ray sensors please. 
I’m gonna go out on a limb here and assume you don’t know python.
Basically, you have a ray sensor, pointing straight away from the aimer (or from the barrel of the gun, but this may lead to inaccuracies). This will be connected to a python controller, which in turn refers to a script similar to this one [untested, and written on the spot] (copy and paste this into a text file, save it, and open it with blender in the text window)
wherever you see [tab] delete it, and replace it with an indent (BlenderArtists doesn’t allow them)
g=GameLogic
c=g.getCurrentController()
#sensors
rayHP=c.getSensor("rayHP")
trigger=c.getSensor("trigger")
#main stuff
damage=1
if rayHP.isPositive() and trigger.isPositive():
[tab]target=rayHP.getHitObject()
[tab]target.HP -= damage
this script needs to be connected to a ray sensor named rayHP, which’s property must be set to HP (set the range of the ray to whatever you want the max range of the gun to be- make sure the ray is lined up to point forwards)
it also needs to be connected to a keyboard or mouse sensor, set to whatever you want to be the fire button, which needs to be named trigger.
It basically looks for whenever both the trigger is pulled and the ray is touching something with the property HP. in this case, it reduces that object’s hp by whatever ‘damage’ is set to. Be aware that in it’s current incarnation, it checks every frame, so the target’s hp will reduce by one every frame (quite rapidly- this usually means about 60 points per second), but with a tad of modification, you could make it only fire every some-odd frame (I ain’t gots the patience to do that right now)
Whoa, Thanks for the feed back. Yeah i really dont know much about python so this info youve giving me is relly helpful thanks alot, all of you
for some reason ray dosnt work with me on objects like spheres