I've got a few minutes and I'm not able to work on my projects at the moment, so I thought I would provide a few pointers.

To define a projectile, use this command: https://wiki.eduke32...efineprojectile

You can put it in your defs.con or in some other code location outside of any event or actor. The way it works is you start by defining on a tile, such as "define CLIP_PROJECTILE 6000", which would define your clip projectile as tile 6000. Use whatever tile has the art on it that you want to use.

Next, you want to set the WORKSLIKE on your projectile. You can click in to the workslike entry from the wiki page I linked above to learn more about that, but here's my suggestion:

defineprojectile CLIP_PROJECTILE PROJ_WORKSLIKE 4238

That will ensure that it moves at fixed velocity, bounces off of any sprite or wall that it hits, and does not aim at enemies.

Also:
defineprojectile CLIP_PROJECTILE PROJ_SPAWNS GROUNDCLIP

This assumes you have an actor already defined and coded as the GROUNDCLIP, which will sit on the ground and replace the falling clip.

Next:
defineprojectile CLIP_PROJECTILE PROJ_XREPEAT 32 // sets x size
defineprojectile CLIP_PROJECTILE PROJ_YREPEAT 32 // sets y size
defineprojectile CLIP_PROJECTILE PROJ_VEL 160 // a nice slow forward speed
defineprojectile CLIP_PROJECTILE PROJ_BOUNCES 2 // will bounce once, then come to rest on second contact
defineprojectile CLIP_PROJECTILE PROJ_EXTRA 0 // does zero damage if it hits something
defineprojectile CLIP_PROJECTILE PROJ_HITRADIUS 0 // no splash zone
defineprojectile CLIP_PROJECTILE PROJ_DROP -192 // will make it drop towards the ground after firing at a rate of 192

The numbers are just suggestions and you will need to adjust them as needed.

There's other things you can set, but that's enough for the functionality you need. I would recommend having a tumbling animation set in the .art file on the tile that the projectile is defined on. The next challenge is actually firing the projectile at the appropriate time, and giving it the correct height, directions, and vertical velocity.

Before getting to that, though, you want to verify that your projectile actually works at all. To test, find this code "actor APLAYER MAXPLAYERHEALTH" Go to the first line of the player code, and insert this:

ifcount 10 ifhitspace { shoot CLIP_PROJECTILE resetcount }

That will cause a stream of your clip projectile to fire from the player when you press the interact key. If you use F7 view mode in game, you can easily see the projectiles firing.