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Inverse-square Blast Radii?


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I'd like to modify the various grenades so that they have a more realistic blast pattern. For instance, the 40mm grenade launched by the M203 has an 8-meter blast radius in GR, within which it apparently has a 100% kill rate. In real life, the 40mm grenade has a kill radius of 5 meters, and a wound radius of 15 meters. I tried changing the BlastRadius to 15 meters, hoping that perhaps the inverse-square falloff of the blast would be taken into effect automatically, but I only managed to create a grenade that has a 100% kill rate within 15 meters instead of 8. <_<

I have not been able to find any information or tutorials regarding the CombatCoefficient values in the .prj files. As a result, I don't know what to change to create a grenade that has a discrete kill radius and a larger wound radius, or indeed, if that is even possible within the GR engine. If anyone could explain the implications of the various CombatCoefficient values and/or point me to a tutorial on the same, I would be grateful. Or, if I'm barking up the wrong tree and there's some other way to acheive my desired end, I'd like to be pointed in the right direction. Thanks.

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I'll try again. Does anyone know anything about the CombatCoefficient values for explosive projectiles, e.g. what the numbers mean and what happens to the effect of the explosion if you change them? Can anyone show me a tutorial about modifying explosives? Can anyone give me any information at all about anything related to explosions in the Ghost Recon engine?

I know that there are very skilled modders on this board. Someone knows the answer to what I'm asking.

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