Here is how the score is calculated to give you cbills. Vehicles are tanks and mechs and planes. I dont know if these work out this way, but this is what I found in teh code.
amount = damage done by weapon.
VEHICLE_COMPONENT_DESTROYED = 100,
VEHICLE_KILL_MIN = 500,
DAMAGE_AWARD_MULT = 0.93,
DAMAGE_CAUSED_MULT = 1.55,
DAMAGE_VEHICLE_MULT = 0.93,
DAMAGE_ITEM_MULT = 0.93,
DAMAGE_ACTOR_MULT = 0.93,
VEHICLE_KILL_MIN = 10,
VEHICLE_KILL_MULT = 0.16
self.ppList.DAMAGE_VEHICLE_MULT * amount -- Damage a vehicle
self.ppList.DAMAGE_ITEM_MULT * amount -- Damage an Item (no idea what this is)
self.ppList.DAMAGE_ACTOR_MULT * amount -- Damage a battle armor?
VEHICLE_COMPONENT_MULT = 0.25
cbillChange + (self.ppList.VEHICLE_COMPONENT_MULT * componentValue) -- For components, I assume this means Arms and such
-- code for killing a vehicle
cbillChange = self.ppList.VEHICLE_KILL_MIN; -- since this is 10 i can find no reason why it would ever be the max.
math.max(cbillChange, math.floor(def.price*self.ppList.VEHICLE_KILL_MULT)); -- So this gives you either the minimum cost of a vehicle killed or the price of the vehicle times the multiplier.
cbillChange = self.ppList.DAMAGE_AWARD_MULT * amount; -- generic damage?