https://leopard.hosting/dl/fzbxw/Script_PartialRadiusDamage.zipThis is a remake of Script_ObstructRadiusDamage that tries to add some extra functionality, like support for vehicles, greater accuracy (checks procedurally up the player's vertical axis as opposed to checking 3 fixed positions), damage based on how much you are in cover as opposed to whether or not you are in cover, and also checking the corners of the player's bounding box as opposed to just the center of their player.
Has some prefs:
$Pref::ORD::PlayerCheckAccuracyWhen the system is checking for player visibility it'll start at the feet and move upward overtime until it has reached the top of the player's bounding box. By default it will move up 0.35 units each check.
$Pref::ORD::VehicleCheckAccuracySame as above, but for vehicles. The default is 0.5.
$Pref::ORD::AccuracyModeThis refers to which corners/axes the system will check, if it's set to 1 it'll just check the player's center of mass, if it's set to 2 it'll check two opposite corners of the player's bounding box, if set to 4 it'll check every corner, and if set to 5 it'll check every corner and the center. Set to 2 by default, the greater this number is the more costly the calculation (but also more accurate the calculation).
$Pref::ORD::BinaryThis restores Script_ObstructRadiusDamage's old functionality, as in, if it detects that the player can be seen from the explosion position, it'll just parent the normal radiusdamage functionality instead of calculating a percentage. Set to false by default.
Sort've a WIP that I'm working on for my explosives add-on, I still want to go through and clean it up and optimize stuff, but it's in a working state so I figured I'd just release it anyway