hmm.. by my limited understanding
I interpret it as (so I could be wrong)
(Image removed from quote.)
Red - X Axis
Green - Y Axis
Blue - Damage area..
The first is 1 1 0 where it does damage between the to co-ordinates
the second is 1 0 0 0 1 0 where is does damage in those directions which forms a box around
Pretty much the same result (excuse the badly drawn box on the first)
No, the sets of three numbers are coordinates in space, not lists of axes. Think of them like the TM_ROWs in attachment points.
1 1 0 defines a point halfway between the X axis and the Y axis. So a component with normal = true 1 1 0 will do damage both ways in one direction, that direction being a line 45 degrees up from the X axis.
I'm not even sure if 1 1 0 is a valid normal. Those coordinates are always set at a distance of 1 from the origin, whether in TM_ROWs or in component normals, so if you want to do damage in a line between X and Y it should be 0.7071 0.7071 0. However I haven't tried it using a distance greater than 1 so it might still work.
1 0 0 0 1 0, by contrast, tells the component to do damage in TWO directions, along the X axis and along the Y axis. There's quite a large margin of error in the "damage zone", enough so that when you do damage in positive and negative X and Y, it effectively does damage in a plane. Which is what you want for a disc.
There aren't any stock components that have normals using more than two directions, but you can actually use as many as you want. So you could do normal = false 1 0 0 0 1 0 0 0 1 and it would only do damage in positive X, Y, and Z. This is a lot different from normal = false 1 1 1 which would only do damage in one direction between the three axes.