Jump to content
Redfield-77

NATO 5.56 and 7.62 adjustor

Recommended Posts

It doesn't take that many without the mod.

Even if I bump it to 11, it's still about 3 shots to kill a standard CSAT rifleman. I mean, from a "simulation" standpoint, that's not all that horrible but given that this addon makes so 5.56 will take down the same rifleman with one, it makes things a little "unreal".

you're probably engaging at extreme distances. arma 3 has heavy damage fall off.

Share this post


Link to post
Share on other sites
you're probably engaging at extreme distances. arma 3 has heavy damage fall off.

Nope, this is at less than 10m away (the AI is disabled).

Share this post


Link to post
Share on other sites
;2599001']BWMod has it´s own mags' date=' need to see if they accept vanilla 5.56 (thou I doubt it)

[/quote']

The BWMod isn't compatible since they are using their own ammo/bullets. The stock BWMod bullets do have a higher hit value tough (10). I've been tinkering with this mod to get the BWMod ammo to the same level as 5.56 but without luck so far.

Share this post


Link to post
Share on other sites

@samyG

I did a quick test to make sure 6.5mm was working correctly. We do not deploy with them so I thought it may have been an oversight. My results are shown in the video below. Im not sure why your results differ from mine.

Share this post


Link to post
Share on other sites

I use the very rilfes RH M4/M16 improved dramatically since most uses 5.56 mm, the Redfiled-77 very well done, congratulations!

Share this post


Link to post
Share on other sites
@samyG

I did a quick test to make sure 6.5mm was working correctly. We do not deploy with them so I thought it may have been an oversight. My results are shown in the video below. Im not sure why your results differ from mine.

Yea, I don't know why either, for some reason it doesn't want to change the parameters for 6.5 and 7.62. What I'll probably do is just go back and copy and paste the coding made for vanilla guns and try it again, or maybe you can upload the .pbo you have and I can see if that works? As of right now, I've only changed it so it works with AV_Indus and the M249 and M240 ammo. As far as the numbers go, I have changed them by one or two (so 11 and 12 + 8 for 6.5) to no avail as well as made it as 2 X 8 for 6.5 to no avail. Same with 7.62 as I have said.

--EDIT--

Ok, so I went a re-copied the coding for vanilla weapons and now all bullets work as intended. I will re-add the extra ammo types and see how things go from there. I think the problem was I didn't end one of them correctly with a }; .

Edited by samyG

Share this post


Link to post
Share on other sites

Yeah I cant even count how many times I have done that. It will indeed break the whole mod. I have also gone crazy looking for problems and it turns out to be one missing ; hidden in hundreds of lines of code. Anyways, I am glad you got it working. Cheers!

Share this post


Link to post
Share on other sites
Yeah I cant even count how many times I have done that. It will indeed break the whole mod. I have also gone crazy looking for problems and it turns out to be one missing ; hidden in hundreds of lines of code. Anyways, I am glad you got it working. Cheers!

Yup, cheers!

Share this post


Link to post
Share on other sites

I have added Lao Fei Mao's version to the original post for people that don't use mods. If you play Vanilla Arma you can just use his version. If you use mods you will have to use my version and configure it properly to the mods that you use.

Share this post


Link to post
Share on other sites

I use a ton of mods, specially weapon mods, i am a total noob in configure this, maybe an advice? Like u see, it´s a couple of mods active in here^^ So what to adjust :butbut:

arma1ewd1q.jpg

Share this post


Link to post
Share on other sites

Can someone help me? Since i´ve copied Redfields cfg with has to be with mods i gain following message every time i fire a single shot with the M107 HE Ammo from R3F Weaponpack

arma1mtim6.jpg

Share this post


Link to post
Share on other sites

I am not sure I can help with this. Post your .cpp code and I will see if something is wrong there.

Share this post


Link to post
Share on other sites

cpp code? u mean this? I used your from 1st side of thread

class CfgPatches 
{

class Redfield_Bullet_Hits_Value   //This is how your addon will appear in the cfg viewer. You can name it whatever you want to reflect your units specific configuration
{
	units[] = { };
	weapons[] = { };
	requiredVersion = 1.000000;
	requiredAddons[] = {
			"A3_Weapons_F", "A3_Weapons_F_beta", "mas_weapons", "Ej_u100" //Add any addons you are using that add new magazines to the game that you want to adjust.
	};
};
};

#define hitvaluecoef 8  //This is the magic number. The hit value coefficient is how we modify the damage output on any particular round. Mao uses 7 and I use 8. These are both very good numbers if added
                               //However you can also choose to multiply this number below and change it to 2-3 but adding works best and Ill show you why.
                               //for 5.56 hit value 8 + hitvaluecoef (8) = 16 so basically x2 damage on 5.56 but for more powerful rounds x2 damage can cause unwanted results like .50 machine guns overpowered.
                               //using + gives diminishing returns on larger caliber weapons so the formula below works best.
class CfgAmmo 
{

class BulletCore ;

class BulletBase : BulletCore
{
	hit = 8 + hitvaluecoef;
};

class B_556x45_Ball : BulletBase
{
	hit = 8 + hitvaluecoef;
};

class B_mas_556x45_Ball : BulletBase                                       //In this area you can add any new rounds you want to be effected by the addon. You can see I have added Massi's 5.56 and others.
{
	hit = 8 + hitvaluecoef;
};

class B_mas_556x45_Ball_T : B_556x45_Ball
{
	hit = 8 + hitvaluecoef;
};

class RH_556x45_B_Mk262 : B_556x45_Ball
{
	hit = 10 + hitvaluecoef;
};

class TB_556x45_Ball : B_556x45_Ball
{
	hit = 8 + hitvaluecoef;
};

class B_56x15_dual : BulletBase
{
	hit = 8 + hitvaluecoef;
};

class B_65x39_Caseless : BulletBase
{
	hit = 10 + hitvaluecoef;
};

class B_65x39_Minigun_Caseless : B_65x39_Caseless
{
	hit = 10 + hitvaluecoef;
};

class B_762x51_Ball : BulletBase
{
	hit = 12 + hitvaluecoef;
};

class B_mas_762x51_Ball : B_762x51_Ball
{
	hit = 12 + hitvaluecoef;
};

class B_mas_762x51_Ball_T : B_762x51_Ball
{
	hit = 12 + hitvaluecoef;
};

class B_762x51_Minigun_Tracer_Red : B_762x51_Ball
{
	hit = 12 + hitvaluecoef;
};

class B_408_Ball : BulletBase
{
	hit = 21 + hitvaluecoef;
};

class B_12Gauge_Slug : BulletBase
{
	hit = 24 + hitvaluecoef;
};

class ShotgunBase ;

class B_12Gauge_Pellets : ShotgunBase
{
	hit = 8 + hitvaluecoef;
};

class B_9x21_Ball : BulletBase
{
	hit = 5 + hitvaluecoef;
};

class B_127x33_Ball : BulletBase
{
	hit = 18 + hitvaluecoef;
};

class B_127x99_Ball : BulletBase
{
	hit = 27 + hitvaluecoef;
};

class B_127x99_SLAP : B_127x99_Ball
{
	hit = 34 + hitvaluecoef;
};

class B_127x108_Ball : BulletBase
{
	hit = 27 + hitvaluecoef;
};

class B_127x108_APDS : B_127x108_Ball
{
	hit = 34 + hitvaluecoef;
};
};

Share this post


Link to post
Share on other sites

That is the code but You cannot simply copy paste the instructions example. The code you pasted works for me only and most likely wouldnt even work for me as it has too much //instructions. It is just an example with instructions on how to adjust everything. As I said before you will need to add every mod that you are using that you want to adjust the damage on. That is shown on line 9 and 10 of the code. To find out what the mods are named you will have to go into cfg viewer in the editor and look under CFGPatches as shown on line 1 of the code. You will also need to add the classnames of ammo you are trying to adjust in the area marked below. In the example I have already added massi's weapons and EricJ's SCARs mods just to demonstrate how its done.

EDIT: I just noticed you are running @Mao. That already has the mod for vanilla weapons in it. I would advise against running two versions of the same mod.

Edited by Redfield-77

Share this post


Link to post
Share on other sites
That is the code but You cannot simply copy paste the instructions example. The code you pasted works for me only and most likely wouldnt even work for me as it has too much //instructions. It is just an example with instructions on how to adjust everything. As I said before you will need to add every mod that you are using that you want to adjust the damage on. That is shown on line 9 and 10 of the code. To find out what the mods are named you will have to go into cfg viewer in the editor and look under CFGPatches as shown on line 1 of the code. You will also need to add the classnames of ammo you are trying to adjust in the area marked below. In the example I have already added massi's weapons and EricJ's SCARs mods just to demonstrate how its done.

EDIT: I just noticed you are running @Mao. That already has the mod for vanilla weapons in it. I would advise against running two versions of the same mod.

Yeah i run mao, but just several files, not the bullet hits value file. Like i said, i m a noob in this cfg editing, need to work into it a little. Usually i didnt have problems with editing files for games (Crysis 1-3, Skyrim, Stalker, etc...)

You mean i have to go into Editor Ingame and check there what is under Line1?

Share this post


Link to post
Share on other sites

Yeah, CfgPatches will be located alphabetically in the cfg viewer so it will be easy to find. Then just look for the mods you run that add magazines. This can take some time but it should be easy enough to understand. Then you will need to look under CfgAmmo to find the new bullets that are added. These should be pretty obvious too but it will take some time to find them all. I would suggest either writing down the classnames or copy pasting them into a .txt so you can easily add them to your personal cfg. I would start with an unedited version of my .cpp like the one from the download. Then you can use the instructions from page one as a guidline but dont copy paste those instructions. They are just to show where things go.

Share this post


Link to post
Share on other sites

I notice that this latest version says it needs massi_weapons, ericj, etc.?

Share this post


Link to post
Share on other sites

You can edit the "required addons" portion to remove the dependency requirements.

Share this post


Link to post
Share on other sites
You can edit the "required addons" portion to remove the dependency requirements.

Thanks!

Share this post


Link to post
Share on other sites

to me it seems to have issues with RH weapons. when I add a weapon addon from robert hammer like: "rhard_mk18" and I want to start the game it says ".....requires addon 'rhard_mk18'

also I don't have the "cfg patches" listed in my config viewer :(

Share this post


Link to post
Share on other sites
to me it seems to have issues with RH weapons. when I add a weapon addon from robert hammer like: "rhard_mk18" and I want to start the game it says ".....requires addon 'rhard_mk18'

also I don't have the "cfg patches" listed in my config viewer :(

Please put your code and I will tell you what is wrong. Also It is important to note that everyone has CfgPatches in their Config viewer. It is part of Arma. The only way you might not have it would be with an illegal copy. Im sure its there you just missed it.

Share this post


Link to post
Share on other sites

On a tangent has anyone looked at the new stable configs to see if 1.10 modified these yet? I thought I remember reading somewhere that this latest update was supposed to fix the suppressor damage and hoped maybe they scaled the "vanilla" ammo up to something more useful as well... or is this addon still valuable? I'd take a peak myself but my internet has been shite lately and I don't have the full thing downloaded from Steam yet :(

Share this post


Link to post
Share on other sites

I don't get a code for the error message. sorry :(

robert%20hammer.png

and I really can't find the cfg Patches either

107410_2014-01-22_00001.png

Edited by Johnny-O-Rama

Share this post


Link to post
Share on other sites
I don't get a code for the error message. sorry :(

I mean the .cpp code you are using. I will tell you what is missing or incorrect. I use the RHard mk18 rifle personally so I know it works. The config viewer is an integral part of Arma Editor. Everything is in alphabetical order so Im not sure why you would have a hard time finding it. Here it is.

configvieweredit_zps052c66c2.jpg

Share this post


Link to post
Share on other sites

dude it worked!! I just figured the cfg patches were only listed in that little window in the left corner. found the right codes to put in the config.cpp now too. thanks a bunch and thank you for the mod as well

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

×