esce que pour ajouter des fragments, on ajoute ceci a l'arme qu'on veut?
<NumBomblets>4</NumBomblets>
<BombletMaxConeAngle>0.28</BombletMaxConeAngle>
<BombletMaxSpeed>0.24</BombletMaxSpeed>
<BombletMinSpeed>0.12</BombletMinSpeed>
<BombletWeaponName>kWeaponClusterBomb</BombletWeaponName>
<FxLocator>clustergrenade</FxLocator>
<ArielFx></ArielFx>
<DetonationFx>WXP_Explosion_Small</DetonationFx>
<DetonationSfx>ExplosionRegular</DetonationSfx>
<ExpiryFx></ExpiryFx>
<SplashFx>WXP_WaterSplash</SplashFx>
<SplishFx>WXP_WaterSmallSplash</SplishFx>
<SinkingFx>WXP_UnderWaterBubbles</SinkingFx>
<BounceFx>WXP_Poof_VFast</BounceFx>
<StopFxAtRest>true</StopFxAtRest>
<BounceSfx></BounceSfx>
<PreDetonationSfx></PreDetonationSfx>
<ArmSfx1Shot></ArmSfx1Shot>
<ArmSfxLoop></ArmSfxLoop>
<LaunchSfx>Throw</LaunchSfx>
<LoopSfx></LoopSfx>
<BigJumpSfx></BigJumpSfx>
<WalkSfx></WalkSfx>
<TrailBitmap></TrailBitmap>
<TrailLocator1></TrailLocator1>
<TrailLocator2></TrailLocator2>
<TrailLength>0</TrailLength>
<AttachedMesh></AttachedMesh>
<AttachedMeshScale>0</AttachedMeshScale>
<StartsArmed>true</StartsArmed>
<ArmOnImpact>false</ArmOnImpact>
<ArmingCourtesyTime>0</ArmingCourtesyTime>
<PreDetonationTime>0</PreDetonationTime>
<ArmingRadius>0</ArmingRadius>
<LifeTime>6000</LifeTime>
<IsFuseDisplayed>true</IsFuseDisplayed>
<DisplayName>Text.kWeaponClusterGrenade</DisplayName>
<WeaponGraphicsResourceID>ClusterGrenade</WeaponGraphicsResourceID>
<WeaponType>4</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>80</LaunchDelay>
<PostLaunchDelay>500</PostLaunchDelay>
<FirstPersonOffset x='1' y='-0.2' z='0' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>true</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>10</RumbleLight>
<RumbleHeavy>0</RumbleHeavy>
<CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawCluster</WXAnimDraw>
<WXAnimAim>AimGrenade</WXAnimAim>
<WXAnimFire>FireCluster</WXAnimFire>
<WXAnimHolding>HoldCluster</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntThrown</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</PayloadWeaponPropertiesContainer>