With the explosive hit detection core complete, I have turned over the job of filling in the explosive weapon data over to ASk. I'm now turning my attention to the dismemberment code. It needs to be updated with ghoul 2 hitzones, plus we're considering some additional uses for the system.
For example, with the more realistic explosive damage modeling, we're thinking about reimplimenting "gibbing" to reflect the fact that you're not going to survive a direct hit by a fragmentation rocket with a intact body (dead).
What we do will be restricted by what the system can do, so details will be reveiled as we progress.
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