Editing Creating a projectile

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     seesound keenpn                  // Keen pain sound.
     seesound keenpn                  // Keen pain sound.
     deathsound keendt                // Keen death sound.
     deathsound keendt                // Keen death sound.
     addflags TRANSLUCENT             // Makes the projectile translucent.
     addflags TRANSLUCENT|SPACMISSILE // Makes the projectile translucent and allows it
   
   
     States
     States
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       Loop
       Loop
     Death:
     Death:
       BAL1 CDE 5 Bright A_Mushroom // A_Mushroom is what gives the explosive property of our projectile.
       BAL1 CDE 5 Bright A_Mushroom //A_Mushroom is what gives the explosive property of our projectile.
                                     // It spawns an explosion, and then a number of MancubusShot projectiles.
                                     // It spawns an explosion, and then a number of MancubusShot projectiles.
       Stop                        // As the previous frame has a finite duration, this function is called and
       Stop                        // As the previous frame has a finite duration, this function is called and
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Simply going into the game and firing a rocket launcher, being fired at by a Cyberdemon, or using "summon DriftingEnergyNuke" will create this new projectile that we've created.
Simply going into the game and firing a rocket launcher, being fired at by a Cyberdemon, or using "summon DriftingEnergyNuke" will create this new projectile that we've created.
For the projectile we will be using new assets. Like the prior tutorial, we want to import the entries from SS_START to SS_END from [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [[doom_wiki:James Paddock (Jimmy)|James Paddock (Jimmy)]].
For the projectile we will be using new assets. Like the prior tutorial, we want to import the entries from SS_START to SS_END from [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [http://doomwiki.org/wiki/James_Paddock_(Jimmy) James Paddock (Jimmy)].


  thingtype AracnorbBall
  thingtype AracnorbBall
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     deathsound firxpl
     deathsound firxpl
     addflags TRANSLUCENT|SPACMISSILE  // This adds the flags so that the projectile is translucent and can activate
     addflags TRANSLUCENT|SPACMISSILE  // This adds the flags so that the projectile is translucent and can activate
                                       // generalised linedefs marked with the MISSILE special activation flag.
                                       // generalised linedefs marked with the MISSILE special activation flag
     States
     States
     @"
     @"
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