Don't use DumbProjectileBehavior, because that is meant for arcing-type projectiles like shells. What you need is MissileAIUpdate. Make it so that it doesn't follow targets, and set the "fuel" if necessary. You can NOT have a moving object without a module that defines movement, obviously. So simply removing DumbProjectileBehavior without substituting it with MissileAIUpdate will have some unexpected results.
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