SHORT VERSION:
We don't yet appear to be able to have flak without explosion effects or flak that can deal direct damage.
LONG VERSION:
This feature isn't new so much as that it has been at least
partially un-hardcoded.
1. You can create new projectile types but it seems like they can only be read from the default folder categories (example path: projectiletypes\modern)
So, that means you should be conservative with naming to avoid 3rd party conflicts. (example name: combybullet1) Inside the projectiletype folder you should have the appropriate files and the .txt file should have the appropriate model and texture pointers included. I find it simplest to start by making a copy of the rpggrenade folder and editing the contents to reflect the new projectile.
You should have:
combybullet1.txt
combybullet1.x
combybullet1_D.dds
etc.
Sound file names don't matter.
2. You need to specify the weapon to use it in gunspec with the lines:
flak = modern\combybullet1
projectile = modern\combybullet1
3. Once you have your weapon correctly reading from and using your new projectile (sounds like you're already this far along), you can start to tweak and edit the settings in the .txt file. Most of these settings are well commented for explanations of what they do and most of these settings seem to work correctly.
HOWEVER... Some of these settings appear to still be hardcoded or perhaps they are just not working quite as intended.
Things like speed and trajectory, lifespan, damage, and others appear to be user editable. But, there are other settings that don't really seem to be working to their described characteristics such as:
"resultEndOfLife" which is noted as supporting the following modes:
"0 - Nothing, 1 - Damage hit object, 2 - Create explosion"
and possibly:
; what happens if the object hits something
resultBounce = X
Logically, we should be able to use resultEndOfLife =1 and/or resultBounce = 1 to deal direct damage but instead, the projectiles seem to want to create an explosion graphical effect (the damage aspect can be removed) at the end of lifespan and unless "usingRealPhysics" is enabled, the projectiles just pass harmlessly through terrain and anything else.
Consequently, the default behavior with physics seems to be the projectile wanting to spin like a frisbee even with the rotation/spin settings zeroed out. There's probably a way around this but I couldn't figure it out (RPG flies straight-ish but does not use physics).
I did manage to achieve some LOLs tho...
Potentially, one could full on neuter explosion effects completely from the game and have some kind of tin can plinking or rock throwing simulator... I guess.
Anyhow, that's about as much as I could accomplish in the current iteration. Others may have better results.
EDIT: Overall still a failure but I was able to remove the frisbee effect by zeroing out wind resistance and got a little better bellet behavior by increasing velocity but they were still basically useless because even with hitpoints reduced to one, they were immune from damage. Maybe there is an FPE flag for enabling physics damage on entities that would be needed. I also continued to have the problem of tracer projectiles from flying increasingly down and to the left when in aiming mode. There's a lot of potential with projectiles (even something as simple as tossing out glow sticks) but unknown when we will experience it.
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