onevent EVENT_GAME
.
.
.
ifactor MACE2
{
getactorvar[THISACTOR].ACTORCOUNT countvar
addvar countvar 1
setactorvar[THISACTOR].ACTORCOUNT countvar
ifvare countvar 5
{
ifaction MACEFRAMES action MACEFRAMES2 else
ifaction MACEFRAMES2 action MACEFRAMES3 else
ifaction MACEFRAMES3 action MACEFRAMES4 else
ifaction MACEFRAMES4 action MACEFRAMES5 else
ifaction MACEFRAMES5 action MACEFRAMES6 else
ifaction MACEFRAMES6 action MACEFRAMES7 else
ifaction MACEFRAMES7 action MACEFRAMES
setvar countvar 0
setactorvar[THISACTOR].ACTORCOUNT countvar
}
}
.
.
.
endevent
define MACE2 7408
define MACESTAND 7414
action MACEFRAMES 0 1 1
action MACEFRAMES2 1 1 1
action MACEFRAMES3 2 1 1
action MACEFRAMES4 3 1 1
action MACEFRAMES5 4 1 1
action MACEFRAMES6 5 1 1
action MACEFRAMES7 6 1 1
defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2
defineprojectile MACE2 PROJ_SPAWNS MACESTAND
defineprojectile MACE2 PROJ_VEL 125
defineprojectile MACE2 PROJ_EXTRA 0
defineprojectile MACE2 PROJ_DROP -75
defineprojectile MACE2 PROJ_ISOUND -1
defineprojectile MACE2 PROJ_HITRADIUS 1
defineprojectile MACE2 PROJ_BOUNCES 4
defineprojectile MACE2 PROJ_BSOUND -1
defineprojectile MACE2 PROJ_XREPEAT 50
defineprojectile MACE2 PROJ_YREPEAT 50
defineprojectile MACE2 PROJ_CSTAT 1
defineprojectile MACE2 PROJ_CLIPDIST 70
useractor notenemy MACE2 0 MACEFRAMES enda
useractor notenemy MACESTAND 0
sizeat 50 50
endaThat's the code I used for an object that is spawned upon the death of a monster... It basically spawns, falls on the ground, spins 4 times, and then disappears... it doesn't spawn the MACESTAND actor. What's wrong? And, this code USED to work on old versions.

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