DingBat,
Spawning ROArtilleryshell is the only actor that will effectively kill a player within it's range when using a scripted trigger alone. I've tried spawning ROGrenade, ROTankshell (or whatever), ROSatchelCharge, etc. These are not the explosion effects actors, which I know there is a difference , but the actual weapons in ROEngine. Only arty works to produce the desired deadly effects. Divinehammer and I thought that the arty effect (sound, delay, and size of emitter effect) did not properly match a mortar hit. That's why we turned to a different approach...
So, I came up with the PhysicsVolume approach, because you can trigger the volume with a proximity trigger at the mortar position and set the kill type in the PhysicsVolume out in the field of fire to whatever you want (grenade, arty, stachel, tank kill, etc). This will produce a realistic kill radius too if you use a cylinder-shaped volume. You can also set the volume's ExitActor to any type of emitter to simulate another type of explosion effect rather than arty. The only major issue that has been reported (besides the ineffectiveness of cover inside the volume) is that the visual and sound effects work on a very sporadic basis during online play, although in single player they almost always work.
I think we're trying to gerryrig something that should probably be created as a separate weapons class. Darkest Hour and Carpathian Crosses are reportedly doing just this. Unfortunately, I don't know how to do that, so this is about as close as I can get for my purposes, or for others who want to implement it on a map with more open space. Maybe it's just better to wait and see what they come up with unless someone else has different ideas.
Divinehammer, I'll take a look at your files when I get home tonight. Maybe I can work them into something nice