Now I am telling you some more random stuff about this:
For most weapons in bf2, the projectile is defined within the weapon's tweak file. It could be also in Objects/Armament/Missiles or Objects/Common/Projectiles, but this is rarely the case.
In the USRIF_G36C.tweak file you will find this piece of code, representing the projectile of the weapon:
You can add an explosion to the DefaultDetonationComp which is now emtpy.
Explosion Material: The 'material of an explosion' might sound... odd... but in bf2 everything is a material and when it collides with another one, different things might happen. The material behaviors are defined in the two con files in Common/Material. The explosion materials are different for AT Missiles, Grenades and 30 mm GUNS. I would recommend using the above, you can look up others in a weapon's tweak file that contains an explosion.
Explosion Force: The force that pushes you around. Does not affect the damage done.
Explosion Radius: Just... the radius... in meters
Explosion Damage: This is the maximum amount of damage done [right in the center of the explosion]
End Effect Template: The effect when the projectile 'dies'. Look up others in Objects/Effects/Impacts/Explosions
Save the file and you have a weapon that fires explosive projectiles.
Maybe you also want the files to fire a specific object? Use
for that purpose. My G36C will shoot jackhammers. But they are way too fast to see them. Somewhere else in the weapon code you find
Change this to 100 or so. But now the bullet drop in bf2 will cause the bullet to drop on the floor after a few meters. Go back to the projectile template and add
to the projectile to disable the projectile bullet drop. Now there is another problem: The projectiles will automatically die after they are fired because bf2 bullets don't have a long life [this is to decrease lag]. The projectile template has a line saying
this line determines how long a projectile lives. I have no clue what all those values do but the 5 means it flies 5 seconds around [this is my value]. Oh btw: if you like you can also change the item index of the weapons around here, but be careful that no soldier has the same weapon index twice.
baklajanGo to the server.zip of FuShe pass and open all the GamePlayObjects.con files you can find in GameModes [many of them...], now replace all the USTNK_M1A2 ObjectTemplates for team 2 with the EU tank [I have no clue what's the name of the EU tank because I don't have Euro Force installed]. As already said, you also have to add the EU tank to the staticobjects.con for FuShe pass. You can find out the tank's name when browsing through the booster pack's booster.zip file, looking for objects/vehicles/land/blah.
Oh and btw: you don't have to copy all everything in the zip files, just the tweaks and cons which you modify! Simply edit the ServerArchives.con to
and clientarchives.con to
This will make bf2 loading also content from the mods/bf2 directory. And the files you define FIRST will be the ones KEPT when the same file is found twice. So baklajan, you don't have to merge the archives; adding the booster files to the server/clientarchives.con files is enough.
I have no idea why I wrote all this.