braking glasses is a bit pain in the ass.
here is a solution.
1)geometry lod, has nothing to do with breaking glass
2)BUT fire geometry has, so you have to create you glass compnents there. Now for some reason bis uses a texture for them as black.pac, so i did the same. The tricky part is that you have to name them, example damage_glass
3)in your config, create the appropriate entry in CfgSkeletons example "damage_glass","",
4)in CFgSkeletons do the same example
class damage_glass
{
type="hide";
selection="damage_glass";
source="damage";
damageValue=0.15;
};
Now how this trick works, damage_glass should be present in FireGeometry LOD, so the 1st bbullet will cause glass to brake, the others will have the glass braked but the glass can be penatrating.
That was the only solution i could foind in this problem.
1)If you don't have the components in FireGeomtery the glass can be pierced but doesn't brake
2)if you have the components but not hte damage trick in order to hide the component after it has dammage, the glass are broken but the cannot be pierced.
An other problem that 'im still trying to solve is the hit points for glass it's something that is a real pain in the ass, since sometimes work and sopmetime not depending the angle you're going to hit the glass....
Ok, i hope that helps.