Jump to content
Redfield-77

NATO 5.56 and 7.62 adjustor

Recommended Posts

Got some problem when I try to add Toadie's HLC ammo to this adjustor.After add HLC ammo and try to load it to game,it said the HLC ammo are not in the some kind of "Core"(forgot the name)or some thing and the game won't start.Any one knows how to add HLC ammo to this adjustor?

---------- Post added at 01:25 ---------- Previous post was at 01:13 ----------

Okay,these are what I added to the adjustor config,anything wrong?

class HLC_762x39_Ball : BulletBase

{

hit = 8 + hitvaluecoef;

};

class HLC_762x54_ball : BulletBase

{

hit = 8 + hitvaluecoef;

};

class HLC_762x54_AP : BulletBase

{

hit = 8 + hitvaluecoef;

};

Share this post


Link to post
Share on other sites

JinougaF, did you add the HLC mod to the requiredAddons list?

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", "mod name" //Add any addons you are using that add new magazines to the game that you want to adjust.

};

Edited by max1944

Share this post


Link to post
Share on other sites
JinougaF, did you add the HLC mod to the requiredAddons list?

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.

};

Maybe not,I have to check it later.And where can I find the addon's classname in the config?I mean which tag shall I search?

Share this post


Link to post
Share on other sites

Subscribed for future reference. Thanks for posting!

-EDIT: Actually, does this even work after all the changed made by BI over the last month?

Share this post


Link to post
Share on other sites
Subscribed for future reference. Thanks for posting!

-EDIT: Actually, does this even work after all the changed made by BI over the last month?

It works with stable version. I've added some rhs bullets and It is visible in editor > cfgammo as hit = 8 + 8 ot other values you desire. It works in MP also but mod has to be enabled on server and client.

Share this post


Link to post
Share on other sites

So i have it installed and i have a few questions...

1. The PBO goes inside a folder called addons that is inside a folder called @Bullet_Hits_Value? (Arma 3/ @Bullet_Hits_Value/ addons/ [thisiswherethePBOgoes?])

2. If i host a co op game my friends don't need it right?

Share this post


Link to post
Share on other sites

PawelKPL can you pm this mod with the rhs bullets config?

Share this post


Link to post
Share on other sites

I keep getting the error message addon ej_u100 required.

I cant reload saves in campaign because of this eju .

How to fix?

Share this post


Link to post
Share on other sites
I keep getting the error message addon ej_u100 required.

I cant reload saves in campaign because of this eju .

How to fix?

Try downloading ericJ's weapon pack. Or avoid this mod and re-do the campaign mission.

Share this post


Link to post
Share on other sites
Try downloading ericJ's weapon pack. Or avoid this mod and re-do the campaign mission.

Thanks , but i'm now getting a different error message after installing ericj's weapon pack.

why.png

---------- Post added at 19:10 ---------- Previous post was at 18:57 ----------

I only changed ,

#define hitvaluecoef 8 to 7 on the .pbo file

Share this post


Link to post
Share on other sites

What did you use to unpack and repack the PBO? I use PBO Manager, which works fine.

Share this post


Link to post
Share on other sites
What did you use to unpack and repack the PBO? I use PBO Manager, which works fine.

I was just opening with notepad, using the PBO manager has fixed my issues.

Thanks guys much appreciated .

Share this post


Link to post
Share on other sites

After bringing the magic number* digits down slightly I noticed how inconsistent the damage values are for each gun.

Weapons firing exactly the same round are causing different damage. Such as the SCAR killing in 1 hit whereas the MK18 needs 2 -3 hits.

And the AKM firing a 7.62 also needs 2 - 3 hits to kill.

Is there a way of fixing this?

Share this post


Link to post
Share on other sites

If anyone is looking for RHS damage values, I've added a few that we use exclusively from the RHS USF pack. This is just 5.56 (plus vanilla). If you want to add more, just look at http://class.rhsmods.org/rhsusaf/CfgAmmo.html for specifics.

class CfgPatches 
{

class Redfield_Bullet_Hits_Value
{
	units[] = { };
	weapons[] = { };
	requiredVersion = 1.000000;
	requiredAddons[] = {
			"A3_Weapons_F", "A3_Weapons_F_beta", "rhsusf_weapons", "rhsusf_weapons2"
	};
};
};

#define hitvaluecoef 8

class CfgAmmo 
{

class BulletCore ;

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

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

class rhs_ammo_556x45_M855A1_Ball : B_556x45_Ball
{
	hit = 9 + hitvaluecoef;
};

class rhs_ammo_556x45_Mk318_Ball : B_556x45_Ball
{
	hit = 9.55 + hitvaluecoef;
};

class rhs_ammo_556x45_Mk262_Ball : B_556x45_Ball
{
	hit = 10.3 + 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_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;
};
};

Edited by Tritonv8
  • Like 1

Share this post


Link to post
Share on other sites

Is it possible you could add another table for all the required extension rounds currently in this mod? so all rounds of the same caliber will do the same damage?

It has Nato SF and Spetsnaz weapons and U100

Share this post


Link to post
Share on other sites

I managed to get it to work on my first try.

 

Using PBOmanager from armaholic, and then extracting and editing the cpp file, I added ammunition from Niarms fal pack.

 

 

It would not have been possible if I had not spent about 30minutes reading through all the comments in this thread, cause at first I thought you were just supposed to edit the pbo file in notepad.

I want to thank Redfield for answering all the people asking for help in this thread, because without all that input I would not have been able to do it (I have never done anything that looks like scripting before).

 

Arma 3 is a totally different experience for me now, with the improved damage values, so much more fun! Thanks for many the hours of fun in my single player missions!

 

 

  • Like 1

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

×