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Dehacked projectile question


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What's the best way to cause a monster's projectile to spawn a harmless, non-moving, non-colliding actor? I tried having it use the codepointer for another monster's projectile, but it leads to strange behavior, causing the first projectile to "die" as soon as the monster tries shooting it, and damages itself with the second projectile even though I set it to 0 damage. I'm not sure PainDie is acceptable, as it might spawn more than one lost soul object, and throw it in random directions.

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Sodaholic said:

What's the best way to cause a monster's projectile to spawn a harmless, non-moving, non-colliding actor?

What about NoClip + 0 speed?

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