like Teb already told you check the SecondaryDamage in your existing code. it's set to 0, as well as SecondaryDamageRadius
simply comments out these lines...
//EDIT:
Weapon Z1_ScatterBomb
PrimaryDamage = 1000.0
PrimaryDamageRadius = 100
AttackRange = 300.0
AcceptableAimDelta = 45
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 120
ProjectileObject = ChinaArtilleryBarrageShell
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 8
ClipReloadTime = 2000
AutoReloadsClip = RETURN_TO_BASE ; eeh... why this? "No" would make sense
ShowsAmmoPips = Yes ; also... why this?
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
ProjectileDetonationOCL = OCL_GenericCarExplode
AntiGround = Yes
SecondaryDamage = 0 ; comment it out
SecondaryDamageRadius = 0 ; comment it out
ScatterRadiusVsInfantry = 0
ScatterRadius = 0
ScatterTargetScalar = 25
ScatterTarget = X: 0.75 Y: 0.75
ScatterTarget = X: 0.000 Y: 0.150 ; you know that it's VERY near the origin?
ScatterTarget = X:-0.75 Y: 0.75
ScatterTarget = X:-0.75 Y:-0.75
ScatterTarget = X: 0.000 Y:-0.150 ; you know that it's VERY near the origin?
ScatterTarget = X: 0.75 Y:-0.75
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