Jump to content
Sign in to follow this  
jump artist

reducing A10, SU25, AH64, AH1z ammo counts

Recommended Posts

Hey there guys, I am attempting to create a config for the A10, Su25, Ah64, and Ah1Z, that have less ammo for each of the weapons.

I want to bring these into MP and as they stand they are FAR to powerful.

here is what I have so far with the help of DREN.

http://pastebin.com/YuC2a9sH

Edit: so the problem is. Even after I edit this config, I have 0 30mm ammo, instead of 500 rnds.

Edited by Jump Artist

Share this post


Link to post
Share on other sites

don't remember correctly but think you should describe ACE_GAU8 weapon whith yours dren_500Rnd_30mmAP_A10 magazine first

Share this post


Link to post
Share on other sites

Check the cfgWeapons. You will note that in the weapons it is defined which magazines they are able to load. So at this point, the ACE_GAU8 can't load your new magazine.

You have to create a new GAU8 weapons which has your new magazine defined in it. You can do it the same way as you did with the magazine, inheriting from the ACE_GAU8 and just adjust magazine array to your needs.

Share this post


Link to post
Share on other sites

Ok I was succesfully able to limit the SU 25 and the A10 with the help of a friend. I am now having trouble with the AH64 and CObra.

I can get the Ammo I want in teh Pilot seat. But the Gunner still has all his ammo so in effect I just ADDED 500 rnds and 2 hellfires.

If in the Pilots seat right off the bat, I have my limited ammo. But if I select manual fire I have the fll default load out. So the Gunner still has all his weapons.

the Goal would be to have the Gunner have the limited load out and the pilot only have flares.

http://pastebin.jonasscholz.de/955

Share this post


Link to post
Share on other sites

Because said vehicles have so-called turrets. Check their config to see what i mean. Weapons controlled by Gunner are defined in the turret. Copy this procedure to your replacement to make it work.

Share this post


Link to post
Share on other sites

Ok I got the pilots weapons removed but the Gunners still not having the ammo I want him to have.

also I get a Turrets:scope missing error even though I defined it as public.

http://pastebin.jonasscholz.de/963

take a look there and tell me where I screwed the pooch

Share this post


Link to post
Share on other sites

Not sure whats going to happen with those custom turret class names ....

So I suggest you replace the WHOLE turret definition in that config with below.

This is just the standard AH64D_EP1 turret definition, with your weapons[] = and your magazines[] =

	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			gunnerAction = "AH64_Gunner_EP1";
			gunnerInAction = "AH64_Gunner_EP1";
			minElev = -60;
			maxElev = 30;
			initElev = 0;
			minTurn = -120;
			maxTurn = 120;
			initTurn = 0;
			weapons[] = {"ATOW_M230", "ATOW_HellfireLauncher"};
			magazines[] = {"ATOW_500Rnd_30x113mm_M789_HEDP","AT0W_2Rnd_Hellfire"};
			enableManualFire = 1;
			radarType = 4;
			memoryPointsGetInGunner = "pos_gunner";
			memoryPointsGetInGunnerDir = "pos_gunner_dir";
			gunnerGetInAction = "GetInHigh";
			gunnerGetOutAction = "GetOutHigh";
			memoryPointGun = "machinegun";
			turretInfoType = "RscUnitInfo_AH64D_gunner";
			discreteDistance[] = {300,400,500,600,700,800,900,1000,1100,1200};
			discreteDistanceInitIndex = 2;
			gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64";
			class OpticsIn
			{
				class Wide
				{
					opticsDisplayName = "W";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal","NVG","Ti"};
					thermalMode[] = {0,1};
					gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64";
				};
				class Medium: Wide
				{
					opticsDisplayName = "M";
					initFov = 0.093;
					minFov = 0.093;
					maxFov = 0.093;
					gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64_2";
				};
				class Narrow: Wide
				{
					opticsDisplayName = "N";
					gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64_3";
					initFov = 0.029;
					minFov = 0.029;
					maxFov = 0.029;
				};
			};
			class OpticsOut
			{
				class Monocular
				{
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal","NVG"};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};

Share this post


Link to post
Share on other sites

I get the error that the Turrets have no defind base class

EDIT: is there a way to just patch the magazines?

Edited by Jump Artist

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×