The halting is caused by the fragmentation effects.
If you look under Frageffects.sqf and count the number of interval loops,
you'll end up with, like, over 600 fragments being spawned for one shell.
I guess I could tone that down a bit.
However, that is a crucial effect.
Not only does it serve functionally as fragmentation,
but the spawned tracers look a lot like glowing bits of metal flying around,
If you watch the center stationary tank with radio 0-0-2, you'll see what I mean.
Also be sure to teleport before using the fascam (0-0-8) and watch the soldiers.
Tell me what you think.
@kju
One thing however, I ask of you is to comment on how my effects look, with nothing external.
And I will try and get more visual effects as time goes on (i.e. fountains dirt thrown up in the air, dirt clouds from shell impacts, etc.).
#Sad_nofire.sqf noted.
@ Apocal
Looks very interesting, will see how to implement this, in the meantime your request has been considered,
WP time has been lenghtened.
@ Any/Everyone
If you are interested in helping, that would be fantastic.
Plans for a Rocket Assisted Projectile are in the works, along with scripting a delayed fuze.
For those who don't know, that equates to a buttload of math and scripting on my part,
so if anyone is willing to help script, do math, or just suggest something, every help is appreciated.
As before, post or PM me.
Thanx, as always.
Luke
Edit:Should I change the smoke color for the WP to be more orange-ish?
I feel something should be done to separate WP Smoke effects from the regular Smoke effects,
else there is potential for people to use smoke shells for psycological purposes.
(i.e. is that just smoke, or WP?
I don't know, so I'll just stand still/spend extra time to run around a possible non-threat.)
Dunno whether you guys think it should be or not.
Let me know.
Luke