Thank you both very much for the info.
Projectile COL being assigned per bone is ... interesting. How does this actually affect damage calculation? Does the relation of COL bone to "triangle hit" stem from how the .skinnedmesh is mapped? As in: "If this tri is mapped to bone spine2, the COL material of the spine2 bone is used for the damage calculation"?
Regarding gearratios, I figured that gearratios should match number of gears to make sense, but was confused because this isn't always the case. Maybe it gets ignored if this doesn't match, but doesn't produce any ill effects, as is true for most erroneous code values. I always found it curious that BF2 has this seemingly overly realistic engine simulation for its arcade-ish intents.
Just so you know what I need it for:
I'm currently working on a DB-backend-Web-frontend BF2 object data viewer & damage calculator. First alpha (GenericFireArms vs soldiers& vehicles& objects) will come next month at the earliest. So much new web-coding stuff to learn...
EDIT:
Also, both these:
Code: Select all
Renderer.soldier.debugDrawCollision bool -> bool
Renderer.soldier.debugDrawSkeletons bool -> bool
do work just fine in the BF2Editor for me

.