NeuralStunner wrote:If making a hitscan blocker, also make sure to use NODAMAGE. Otherwise when the default health runs out, it "die". (Though I'm not 100% whether this can actually happen without a valid Death state. Hexen's coniferous trees avoid dying to anything but fire by only having a Burn state...)
Actually, I wasn't sure what I did was going to work, that's why I mentioned the bleeding box. I literally got a box that bled when shot

What I did was use SHOOTABLE, NOBLOOD, ACTLIKEBRIDGE, and CANPASS. I didn't give the box any health and only a Spawn state, so shoot it all you want and it will only move a bit and create a puff on its surface. The ACTLIKEBRIDGE and CANPASS is so that the models are now stackable. As of now, considering that there aren't a whole lot of crates in my maps, I think the best bet is to go back and just replace the sector-based crates with models. That way I don't have to worry about some boxes showing decals and some not. Wooden or cardboard textured crates I think I'll look into animating, giving me something simple to learn animation on.
P.S. Any tips on animation are welcome!