
I must say my German language is very very poor , so please everyone reply me by English

EXPLOSIONS:HitID infg - The id for the armor and protection parameter in the unitsfile
CheckStolb 8 - whether it is the damage for this shot round which should have it's damage counted as primary.
dZ 600 - damage zone. The blast radius.
useh 2 - flighthigh of the shell 0=linear
destroyland ALL - unit
explosionrnd 10 - how many rounds of explosions listed in EXPLOSIONS will be part of an effects chain after the initial shot.
explosion default expl152mmHE - explosion
explosion water htwater - explosion by a hit in the water
explosion ponton pontoon - explosion by a hit on a pontonbridge
body howshell - grafik of the shell
mfg HWAnimats 6 - the number of animations involved in the explosion
Animat_1 light_big fl_shadow 0 0 25 0 - the actual animations being used. Numbers precede the actual animation names which tell the program how you would like the animation to behave.
Animat_2 gaoo fl_gun 0 0 1 0
animat_3 v24 fl_smoke 0 0 0 1
animat_4 minex fl_smoke 0 0 0 1
animat_5 vzrvchik fl_smoke 0 0 0 1
animat_6 b_most_smoke fl_select 0 0 0 1
Vor 3 - adding a number between 1-8 here tells what kind of graphic to use for ground damage, i.e. crater.
addshot shotSchrapnel - (shot name) does another shot follow this explosion? if so, the name of the shot is listed here. If not, then nothing.
addshotDmg 78 - the damge done by the next shot named in addshot.
addshotRnd 1.0 - how many shot rounds? Not sure. have tried this in many combo's to no effect.
addshotNum 10 15 - [min][max] (?random?) how many pieces or smaller explosions eminate from the explosion?
addshotAccuracy 25 100 - [min][max] the scatter radius
addshotDelay 7 30 - [min][max] how soon after the preceding shot does the next shot profile
sound defaultexplosion 0.3 perm 0 1 - the sound of the actual explosion or effect.
here is "gaoo" the animationAnimat_2 gaoo fl_gun 0 0 1 0