There is certainly something different about the camcreated explosions I agree. Camcreating a LAW or RPG at the location of a Bradley doesn't even cause it to pause for thought. Hitting a Bradley with a real one killes the d**n thing.
I think that's the [direct]Hit in action - if it's camcreated at the Bradley's position the ground takes the [direct]Hit and the paint gets scuffed by the feeble indirectHit. If you fire AT the Bradley, it takes the punch.
My earliest gripe with OFP was the 'sabot' available to BMPs - the 'gun' on a BMP is only a glorified RPG. Then to find that sabot rounds (pointy bits of solid metal in real life) had the effect of a mini-Hiroshima (depleted uranium just doesn't work like that) while HEAT (emphasis on the HE) merely irritated nearby infantry set me on a quest. Looking into it exposed a bit of a nightmare.
I got as far as a config that uses simulation shotBullet for tank sabot rounds (for lovely tracers!) and shotShell for HEAT. The biggest problem was that shotBullet doesn't give the main gun flash, smoke and recoil and I was too dense to work out how to do it. I then sunk in the quagmire of marrying up round damage v armour values.
HEAT should have a significant indirectHit effect both to kill soft targets and to simulate its 'less-reliable' performance (relative to sabot. The latter should pretty much kill what it hits and nowt else. But I'm going round in circles now.
If anyone's [still] interested, I think the damage is done by the bold bits:
class Shell73 : Default
{
//--
scopeWeapon = private;
scopeMagazine = public;
displayName = $STR_DN_SHELL;
displayNameMagazine = $STR_MN_SHELL;
shortNameMagazine = $STR_SN_SHELL;
nameSound="shell"; ammo=Shell73;
count=15;
initSpeed=700;
reloadTime=16.0;
sound[]={Weapons\gun73,db20,1};
reloadSound[]={Weapons\reload,db-60,1};
ffCount=1;
};
class Heat73: Shell73
{
//--
ammo=Heat73;
displayName = $STR_DN_HEAT;
displayNameMagazine = $STR_MN_HEAT;
shortNameMagazine = $STR_SN_HEAT;
nameSound="heat"; };
Can't wait to get home and check now!