bigpickle 0 Posted October 21, 2013 (edited) Below is the ammo type for the mlrs. This is bumpy ride so hold on tight... Both rocket ammo types have missile models, R_230mm_HE uses the R_230mm_fly model, and R_230mm_fly uses an AT missile model. One inherits for a SubmunitionBase rather than RocketBase and the other which is the actual exploding bit that hits the ground inherits from ShellBase Whilst in game they are called Missiles :confused::confused: Am I understanding this right? Really confusing when trying to sound mod this weapon. class R_230mm_HE : SubmunitionBase { artilleryLock = 1; submunitionAmmo = "R_230mm_fly"; triggerDistance = 500; cost = 1000; airFriction = 0; muzzleEffect = ""; effectFly = "Missile0"; model = "\A3\Weapons_F\Ammo\Missile_AT_02_fly_F"; }; class R_230mm_fly : ShellBase { artilleryLock = 1; model = "\A3\Weapons_F\Ammo\Missile_AT_02_F"; hit = 1200; indirectHit = 800; indirectHitRange = 30; cost = 1000; audibleFire = 64; deflecting = 0; airFriction = 0; muzzleEffect = ""; effectFly = "ArtilleryTrails"; }; Edited October 22, 2013 by Bigpickle Share this post Link to post Share on other sites
super-truite 54 Posted October 22, 2013 Yes, I think you go it correctly. There must be 2 types of munitions to have one with the trail (particle effect "missile0"): "R_230mm_HE". Then when the fuel is burnt, a new shell ("R_230mm_fly") is created to avoid spamming the particle effect the rest of the travel time. That explains why the first one is "submunition based" one, as it creates a new munition in flight. So for a sound mode, I guess you need to modify first the "soundhit" of "R_230mm_fly". Share this post Link to post Share on other sites
bigpickle 0 Posted October 22, 2013 So I'm right in thinking that it is correct the, kinda confusing unnecessarily then it seems by not sticking to rockets rather than missiles, ok well hopefully corrected as the game is made etc. Cheers for the conformation mate. Share this post Link to post Share on other sites