Ok you look in the script for "scythepojectile". it won't use "ScytheProjectile" thats just an example. Then go down a bit and replace "<insert name of projectile here>" with the projectile name you just found. Blue represents where you find the projectile name. Red is where you copy it to.
Example:
ammo = " ";
projectile = scytheProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = scytheDrawSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
function scytheProjectile::Damage(%this, %obj, %col, %fade, %pos, %normal)
{
if(%col.getclassname() $= "Player")
{
%damLoc = %col.getDamageLocation(%pos);
if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3)
{
%col.hideNode(headSkin);
%col.hideNode(helmet);
%col.hideNode(pointyHelmet);
%col.hideNode(flareHelmet);
%col.hideNode(scoutHat);
%col.hideNode(bicorn);
%col.hideNode(copHat);
%col.hideNode(knitHat);
%col.hideNode(triplume);
%col.hideNode(septplume);
%col.hideNode(visor);
%col.hideNode(plume);
}else if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 4.5){ //adjust the 4.5
//Torso shot
if(strstr(%damLoc, "left") != -1){
%col.hideNode(lhand);
%col.hideNode(lhook);
%col.hideNode(larm);
%col.hideNode(larmslim);
}else if(strstr(%damLoc, "right") != -1){
%col.hideNode(rhand);
%col.hideNode(rhook);
%col.hideNode(rarm);
%col.hideNode(rarmslim);
}
}else{
//Leg shot
if(strstr(%damLoc, "left") != -1){
%col.hideNode(LShoe);
%col.hideNode(LPeg);
}else if(strstr(%damLoc, "right") != -1){
%col.hideNode(RShoe);
%col.hideNode(RPeg);
}
}
}
return Parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
}