Redfield-77 10 Posted January 24, 2014 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 Your welcome Im glad you got it working. Share this post Link to post Share on other sites
GReeves 10 Posted January 28, 2014 Way to go Redfield. It sounds kind of harsh but it's great being able to kill people easily again lol Share this post Link to post Share on other sites
Coltace 10 Posted January 30, 2014 (edited) Hey guys, I was wondering what the classname for the .45 ACP is if I wanted to tweak that too ? also what is the default value for it ? Also with Massi's nato sf and russian special forces mod, do 7.62x39 and 5.45x39 need to be added or do they share the values of cartridges listed in the config ? Cheers Edited January 31, 2014 by Coltace Share this post Link to post Share on other sites
Redfield-77 10 Posted January 31, 2014 Im not sure what the .45 ACP classname is but Im sure its easy enough to find in the CfgAmmo in config viewer. You could also find the 7.62x39 stuff there too but its the same as the 7.62x51 rnds that I already have in my config. just change the x51 to x39 if you want the Soviet block weapons to have the same lethality. All classnames and values can always be found in the config viewer. Once you find the ammo type you are looking for, on the right within the code you will see (HitValue) example: for default 5.56 Hit Value = 8 but if the mod is working on the round it will say Hit Value = 8 + 8 Because my damage coefficient is 8. Share this post Link to post Share on other sites
Coltace 10 Posted January 31, 2014 Thanks Redfield, I'm a noob when it comes to scripts etc, I appreciate the help, and I'll look into it, when I find the classnames etc I will post them here in case anyone else wants them. Appreciate the mod ! Share this post Link to post Share on other sites
callaway 0 Posted February 11, 2014 (edited) Can this be run as a server-side mod only? I've not been able to get this to work as server-side only. A friend connected without the mod and I had the mod. Only my client had the improved damage. Thanks for any help you can offer. EDIT: Additionally, could this be added to a mission? My ultimate goal is for my friends and I to run this without having to run the mod client-side. Edited February 11, 2014 by callaway Share this post Link to post Share on other sites
nigrinus 10 Posted February 11, 2014 Hi Redfield, i read nearly all posts, but I still don't get what i need to add for weapon mods that bring their own ammunition. For example the BWmod that brings the G36 and also its own G36 5.56 ammo. The standard 5.56 ammo does not work with this rifle, so i wanted to add it but i can not figure out the lines to add. Where do i get the info on the ammo ID that needs to be added. I understand that for Massis Wepons it is this: class B_mas_556x45_Ball : BulletBase for the 5.56 bullets. same thing goes for the line i need to add for the mod itself. "mas_weapons" it is not the mod folder in ARMA3 I guess. Sorry for bothering, but I really need some help here understand how all that works. Share this post Link to post Share on other sites
Redfield-77 10 Posted February 12, 2014 (edited) @Callaway Im not sure how to do what you want but the mod is only 2kb. Im not sure why your friends would be against running a 2kb mod but If you do figure out how to make it script based (added to a mission) or serverside only please post here. @nigrinus you have to look in the editor in the config viewer. On the last page I posted this pic. I'll post it again. This shows where the names are for the mods so you can add them. The place to find the ammo is CfgAmmo. Its alphabetical so should be easy to find. Its not as complicated as it seems. You will get it. Edited February 12, 2014 by Redfield-77 Share this post Link to post Share on other sites
Tankbuster 1740 Posted February 12, 2014 Can this be run as a server-side mod only? I've not been able to get this to work as server-side only. A friend connected without the mod and I had the mod. Only my client had the improved damage. Thanks for any help you can offer.EDIT: Additionally, could this be added to a mission? My ultimate goal is for my friends and I to run this without having to run the mod client-side. If you run it serverside only, the players won't get the benefit of it. The behaviour you and your freind saw is exactly what should happen if you had the mod and he didn't. Things like this can only be run as a mod. There's no alternative. Share this post Link to post Share on other sites
Keegan 11 Posted February 12, 2014 Works pretty well on our server. Never made sense when you put four 7.62mm rounds into a CSAT ground pounders chest and they keep running at you when they don't wear any PPE. Must be some tough fabric on their cammies or something. Share this post Link to post Share on other sites
mihikle 2 Posted February 12, 2014 Hands down, best mod out for Arma 3 yet. Thank you so much!! Share this post Link to post Share on other sites
nigrinus 10 Posted February 12, 2014 @Callaway Im not sure how to do what you want but the mod is only 2kb. Im not sure why your friends would be against running a 2kb mod but If you do figure out how to make it script based (added to a mission) or serverside only please post here.@nigrinus you have to look in the editor in the config viewer. On the last page I posted this pic. I'll post it again. This shows where the names are for the mods so you can add them. http://i80.photobucket.com/albums/j186/kitt3n77/configvieweredit_zps052c66c2.jpg The place to find the ammo is CfgAmmo. Its alphabetical so should be easy to find. Its not as complicated as it seems. You will get it. Thanks a lot mate, gonna try it this evening. Share this post Link to post Share on other sites
lemondemon 11 Posted February 19, 2014 Can u make key for this mod? When I'm doing it, my key doesn't work :( Share this post Link to post Share on other sites
Redfield-77 10 Posted February 24, 2014 I have no idea how to make keys for mods. I have always played on a private server so we dont have keys for any of our in-house stuff. Share this post Link to post Share on other sites
Jety2011 10 Posted February 26, 2014 Hi Redfield. Thank you for this great addon. I tried a few things with an eventhandler before I found this one. This far better than using an eventhandler. I always had the problem that the eventhandler had to be assigned to ne spawned units. This is a great mod. Thanks! Share this post Link to post Share on other sites
zach72 1 Posted February 27, 2014 Can this just be run server side or do clients need it too in multiplayer? Share this post Link to post Share on other sites
Redfield-77 10 Posted February 28, 2014 Hi zach. It is Client side only. As long as you are playing on a private server with your unit you wont run into any issues. I dont think it can be made into a server side mod and there is no key for pubs. Share this post Link to post Share on other sites
DirtyDel 14 Posted February 28, 2014 (edited) Redfield, this was a great accomplishment. Excellent idea using a coefficient value to introduce a counterbalance effect. However, I do not understand why you haven't taken several minutes to provide us with a vanilla version, available for download. I followed your directions to other users; I used pbo manager to extract the cpp and edited it with your provided code. Now what do I do? Do I have to use another software to turn it back into a pbo? Help me out. BTW, I haven't seen anyone post about suppressors. I haven't tested myself, is the damage handicap with suppressors removed? Edited February 28, 2014 by DirtyDel Share this post Link to post Share on other sites
Redfield-77 10 Posted March 1, 2014 Redfield, this was a great accomplishment. Excellent idea using a coefficient value to introduce a counterbalance effect. However, I do not understand why you haven't taken several minutes to provide us with a vanilla version, available for download. I followed your directions to other users; I used pbo manager to extract the cpp and edited it with your provided code. Now what do I do? Do I have to use another software to turn it back into a pbo? Help me out.BTW, I haven't seen anyone post about suppressors. I haven't tested myself, is the damage handicap with suppressors removed? There is, and has been a link to the vanilla version in the OP for a while now. I provided the code for those that want to adjust the vanilla version as well. Read the bottom of the OP and the link is called Lao Fei Mao's Version. His version only effects the vanilla guns and you dont need to do anything else. If you want to use mod rifles you will have to use my version, And yes, If you want to adjust damage you will have to use PBO manager to re-PBO after editing. As far as suppressors go Im not sure how they actually work in Arma 3. I am fairly certain that all damage is calculated by the round type. I can tell you that with this mod running you wont notice if the suppressors are effecting the round damage or not. Most hits will be one shot kills with or without suppressors on. Share this post Link to post Share on other sites
DirtyDel 14 Posted March 1, 2014 (edited) Awesome dude. How do I re-pbo? I'm stuck there. And yes, this doesn't need a suppressor mod, suppressors now have full damage value. Great mod. Edited March 1, 2014 by DirtyDel Share this post Link to post Share on other sites
chops 111 Posted March 1, 2014 Is it just me or does this mod change the tracer colours? Share this post Link to post Share on other sites
Redfield-77 10 Posted March 1, 2014 @DirtyDel You should be able to right click the folder and have the option to create pbo. If you dont get that option there are several other .pbo tools. If pbo manager doesnt work that way you could always try eliteness or cpbo or unwrap. @Chops I havent noticed, but I use blastcore tracers which are a different color anyway. Share this post Link to post Share on other sites
Knucklebutter 10 Posted March 7, 2014 I have quite a few weapon mods going. When choosing the ammo, should it say NATO in the title? I use mostly M4's and M16's, plus the Nato/Spetznaz weapon mod...... Share this post Link to post Share on other sites
Redfield-77 10 Posted March 7, 2014 I have quite a few weapon mods going. When choosing the ammo, should it say NATO in the title? I use mostly M4's and M16's, plus the Nato/Spetznaz weapon mod...... Im not sure I completely understand the question but I will try to answer. If you mean choosing the ammo in game, then no. The ammo in game will have the same name it always had. If you mean in the cfg viewer then no. Most rounds are already effected in this mod and you wont need to do anything but some of the newer mods will have to be added manually. Share this post Link to post Share on other sites
baddazs 10 Posted March 9, 2014 Hey Redfield, great mod. I want to modify it to change only the 5.56 magazines from vanilla and from RH m4 pack. I know I need to edit the .cpp, and I know what to put in there but for the life of me I cant figure out how to change the .cpp within the pbo and add it back. I'm using the pbo manager from armaholic but I'm not sure how to actually change thet cpp and add it back into the pbo, bringing the changes I wanted in game. Can anyone help me? Thanks! Share this post Link to post Share on other sites