The effects work a little differently to the other things in Igor. Rather than selecting the effect you want from a pull-down menu (as you do for everything else), you manually type in the effect you want. This means you needs to know the exact syntax of the effects, and the various parameters that attach to them (such as size, delays etc) in some cases. These you can find on various forums, or there are one or two places to get a list from. I have one, but can't remember where I downloaded it from now. I'll forward it to you if you want.
To set a reference to the players in the scripting, create a response in the startup block and select "VariableSetPlatoon". For the platoon, select "Query" and then "GetPlayerPlatoon". For the reference, you'll need to edit a new tag to create the reference, so click the "edit" button next to the "tag" box. Enter what you want the reference to be (eg Player Team etc). Click "Add", and then you'll be returned to the response when you click "Close". You'll now be able to select your tag from the pull-down menu. When you're finished, the completed line for the response should read something like:
Set Player Team to (The player-controlled platoon)
If that was a little complicated to follow (it makes a lot more sense with Igor open in front of you - it's kind of hard to describe all the things you need to do to someone not familiar with the software), just open up one of the stock GR missions. As far as I can remember, every one of them uses VariableSetPlatoon to assign a tag to the player team for use later in the scripting. Several also contain explosions (the final mission of Island Thunder springs to mind as one). You can have a look at how Red Storm did it when they wrote the original missions and use that as a template for the common scripting elements you need for writing your own.
===============================
Visit the muppets at
DFW