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madmedic

How do we make the M1014, and other shotguns actually fire like the new AA-12 in PMC?

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I downloaded PMC, and noticed that the AA-12 shotgun actually fires 9 pellets!!:bounce3:

The M1014 from ARMA2 only fires a single slug. How do we make it (and other shotguns) fire shotgun pellets like the new AA-12?

I tried to depbo the PMC weapon file to see how it was done... But, alas, it is not in the same format as the ARMA, and OA files.

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You need to give it buckshot ammunition. The original M1014 and Saiga only had slug ammo made for them.

However:

8Rnd_B_Saiga12_Pellets - magazine for the Saiga

8Rnd_B_Beneli_Pellets - magazine for the M1014

Both these mags were introduced as of 1.56. Enjoy. :)

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The AA-12 is really nice to mess up bigger groups of enemy s. Clearly the best addition in the DLC. I also hoped they fixed the M1014...

Hope they add it in a patch or bring a new Marines DLC where they update all the original marine units and add some new (like ch46, ch53 and SEALS for example) so you can see the improvements in the excellent original campaign.

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You need to give it buckshot ammunition. The original M1014 and Saiga only had slug ammo made for them.

However:

8Rnd_B_Saiga12_Pellets - magazine for the Saiga

8Rnd_B_Beneli_Pellets - magazine for the M1014

Both these mags were introduced as of 1.56. Enjoy. :)

SWEET!!! ... Thanks!

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Here is original pellet ammo

class B_12Gauge_Pellets: BulletBase {

airfriction = -0.005;

audiblefire = 18;

caliber = 0.5;

cartridge = "FxCartridge_slug";

cost = 2;

hit = 6;

indirecthit = 0;

indirecthitrange = 0;

simulation = "shotSpread";

typicalspeed = 400;

visiblefire = 18;

};

to create a new pellet ammo

create your ammo class as you usually do

and write one more param

simulation = "shotSpread";

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Here is original pellet ammo

class B_12Gauge_Pellets: BulletBase {

airfriction = -0.005;

audiblefire = 18;

caliber = 0.5;

cartridge = "FxCartridge_slug";

cost = 2;

hit = 6;

indirecthit = 0;

indirecthitrange = 0;

simulation = "shotSpread";

typicalspeed = 400;

visiblefire = 18;

};

to create a new pellet ammo

create your ammo class as you usually do

and write one more param

simulation = "shotSpread";

Yep and in cfgweapons use

fireSpreadAngle = x.x

default is 0.7848246;

seems over 10 for CBU type weapons :) spread seems to be also affected by travel speed for those who want to make CBU's. And what great fun it is, my only questions to the dev is how do i create more pellets? and how to attach it to anything other than bullet or bomb class and have it work properly? Im trying to make FFAR MPSM but with

simulation = "shotSpread";

the ammo falls to the groud like it was a bomb. funny as hell in my chopper doing runs over inf and watching, but not the effect i was after!

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And what great fun it is, my only questions to the dev is how do i create more pellets? and how to attach it to anything other than bullet or bomb class and have it work properly? Im trying to make FFAR MPSM but with

simulation = "shotSpread";

the ammo falls to the groud like it was a bomb. funny as hell in my chopper doing runs over inf and watching, but not the effect i was after!

Because it is its own simulation, it will only work for bullets/cannons (as it seems otherwise identical to shotShell). As for the number of subprojectiles; I think it's hardcoded. Searching the entire config, there's nothing I can see that indicates you can change it.

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Waking an old thread here but - When I give a unit the new Saiga Pellet shells they don't appear as usable magazines! Anyone have any thoughts?

[EDIT]

Just realised I had a replacement running that interefered with the ammo! :blush:

Edited by RabidStoat
Not trying hard enough

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