» Sat May 28, 2011 7:47 pm
Nearly ALL projectiles are type:missile.. that simply means they move from point A (projectile node on the gun) to point B, whatever that is, and use the rules you setup on the projectile to govern HOW they do that (like arc, speed, and whatnot).
When you attach an "explode on impact" type explosion to your custom projectile, the damage settings listed on the guns first tab, along with the accompanying impact data set, are NOT used... they are swapped out for the damage settings and the impact data set that the explosion uses instead. The end result damage is the same as if you placed ONE of that kind of explosion at the impact site manually, it's NOT the combination of the guns damage plus the explosions damage. The reason your explosive projectile is so damaging is because it is exactly the same as if a frag grenade went off at the enemies feet, depending on the radius and damage settings used on that particular explosion. All you did is change the form it's delivered on the target with... which is correct, but you have to edit the explosions damage amount down a bit (not the radius), so use a custom copy of an explosion as well.
Damage from an exploding projectile is calculated from the impact site on the target (how high up on the enemy it is) down to the ground. If the impact site is higher up from the ground then the explosions damage radius is large, (meaning the explosions damage radius does not reach the ground) then no damage will be dealt at all... although the explosion FX will still play. (If within the damage radius amount, the explosion damage radiates UP from the ground at an actors location, non-actor damage seems to be calculated differently). For this reason, it's best to leave the explosions damage radius large (so that head shots will register damage on tall enemies), or include a script effect to apply even damage to the target and forego using the explosion damage completely. If not, then you'll be forced to shoot low on the enemy to damage them.
My guess the reason explosions take longer from start to finish when they're in the distance is because after you pass the point where the impacts will leave a blast decal on the ground/target, the computations for the explosion itself get shuffled to lower priority... meaning they get updated less often than nearer stuff. So it literally IS staying in the blowup stage longer, and the further out you go, the less often it gets updated and they last even longer. It's hardcoded so no use trying to reverse it the way it should be.. although it is possible to use a lower damage shot, and apply more explosions on the target the nearer it is to the player. The scripting of that wasn't worth the effort for me, and would only really work on actors, so I never went there.