huh?
here ill post one of the nonworking weapon's damageType script:
AddDamageType("DMR", '<bitmap:add-ons/Weapon_DMR/CI_DMR> %1', '%2 <bitmap:add-ons/Weapon_DMR/CI_DMR> %1',0.2,1);
datablock ProjectileData(DMRProjectile)
{
projectileShapeName = "./bullet.dts";
directDamage = 50;
directDamageType = $DamageType::DMR;
radiusDamageType = $DamageType::DMR;
brickExplosionRadius = 2;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 1;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 25;
verticalImpulse = 0;
explosion = gunExplosion;
muzzleVelocity = 200;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 0;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0";
uiName = "M392 DMR Bullet";
};
this has happened to these weapons:
M19 SSM
M392 DMR
M6C
M6C SOCOM
M7 CSMG's