There was nother topic about this but whatever.
AddDamageType("Lasher", '<bitmap:add-ons/ci/Lasher> %1', '%2 <bitmap:add-ons/ci/Lasher> %1',0.5,1);
datablock ProjectileData(LasherProjectile)
{
projectileShapeName = "./shapes/LasherBullet.dts";
directDamage = 50;
directDamageType = $DamageType::Lasher;
radiusDamageType = $DamageType::Lasher;
brickExplosionRadius = 10;
brickExplosionImpact = true;
brickExplosionForce = 10;
brickExplosionMaxVolume = 1;
brickExplosionMaxVolumeFloating = 2;
impactImpulse = 700;
verticalImpulse = 1000;
explosion = LasherExplosion;
particleEmitter = LasherTrailEmitter;
muzzleVelocity = 80;
velInheritFactor = 1;
armingDelay = 00; //Time before the projectile Arms itself, i.e. explodes when it hits something.
//Set it to some number and it will wait for that amount of time before it can Explode.
lifetime = 4000; //Lifetime of the Projectile
fadeDelay = 3500; //Time before the projectile start's fading away
bounceElasticity = 0.7; //This determines how much of the projectile's Velocity is Kept when bouncing
bounceFriction = 0.40; //This will Substract from the bounceElasticity value,
isBallistic = false; //This part here, set it to True or else nothing will work.
gravityMod = 0.0; //Gravity value
hasLight = true;
lightRadius = 10.0;
lightColor = "0 0 0.3";
explodeOnDeath = true; //YOU NEED TO ADD THIS. This will allow the projectile to explode once it's lifeTime runs out.
};