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Explosion Fragments

Explosion Fragments - Real Grenade Fragmentation DayZ doesn’t create grenade fragments — explosions simply deal area damage. This mod changes that by adding true grenade fragmentation, where each explosion releases shrapnel that can hit objects, surfaces, and enemies. Raycasts used for fragments are calculated server-side and happen instantly. However, particles and sounds are client-side and spawn in a wave from… (more)

Explosion Fragments - Real Grenade Fragmentation DayZ doesn’t create grenade fragments — explosions simply deal area damage. This mod changes that by adding true grenade fragmentation, where each explosion releases shrapnel that can hit objects, surfaces, and enemies. Raycasts used for fragments are calculated server-side and happen instantly. However, particles and sounds are client-side and spawn in a wave from the explosion center, simulating flight time. This means you can be hit by a fragment milliseconds before the visual effects reach you. Check out Immersive Armor — this will enhance the experience by allowing armor to realistically catch fragments. JSON config example: "EffectsPerRPC": 50,// Sending RPC in batches to minimize client lag. The fewer the number, the less lag, but more delay if there are a lot of effects "Explosives": [ { "explosiveClassname": "RGD5Grenade",// Classname of an explosive item or bullet "fragmentationPreset": { "Type": 0,// 0 - SPHERE, 1 - OPTIMIZEDSPHERE, 2 - ELLIPSOID, 3 - CONE "EllipsoidPower": 0.5,// How flat the ellipsoid is. 1 is a flat circle "EllipsoidDirectional": 0,// Makes it relative to the object's dimensions "ConeAngle": 45.0,// Angle of the cone in degrees "ConeVector": [// Directional vector in object space 0.0, 0.0, 1.0 ] }, "fragmentAmount": 300,// Amount of fragments per explosion "maxDistance": 50.0,// Maximum distance for fragments "damageCoef": 1.0,// Base multiplier for fragment damage "useDamageCoefByDistance": 1,// If enabled, fragment damage decreases with distance (distance coefficient from 1 to 0, based on distance, using Quart easing) + damage coefficient "ammoType": "Bullet_ExplosionFragment",// Type of ammo used for fragments; defaults to Bullet_ExplosionFragment which is a copy of .45 ACP "createParticles": 1,// If particles should be created "minDistanceToSpawnParticles": 5.0,// Minimum distance to spawn particles "createSounds": 1,// If sounds should be created "minDistanceToSpawnSounds": 10.0,// Minimum distance to spawn sounds "offset": 0.15000000596046449,// Offset from the item's zero point or the point of contact in the case of projectiles. It's better to leave it at the default "delay": 100// Explosion FX has a slight delay. This compensates for it (in milliseconds) } ] "EnableDebug": 0 Info This mod enhances explosions but does not alter the base damage values of grenades. Anything inherited from ExplosivesBase, Ammunition_Base, TrapBase and projectiles are supported. Future Updates Performance optimization. Possibly fragment penetration if I find a way to implement this. Known Issues If there is too much sound, they can get queued and play with a delay. Increase minDistanceToSpawnSounds if this is the issue for you. Still working on optimization. Fragments have no penetration as they are raycasts, not real projectiles. Information For Modders Source files Debug If EnableDebug is not in DayZ_Diag, it only prints configuration info in the script log. In DayZ_Diag, it also draws debug shapes. White line: Fragment didn't hit anything. Green line: Fragment hit something and allowed the spawning of both particles and sound. Yellow line: Fragment hit something but allowed only the spawning of particles. Blue line: Fragment hit something but allowed on

Workshop 3441651115

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.