rickjoy12 1 Posted March 8, 2016 Hello! I'm trying to make a grenade with an explosion from another entity (E.G. a RGO hand grenade that has the explosion of a 125mm). However, I'm unable to find a correct cfgweapon (or cfgmagazine, whichever it may be) format to do so. How does one find a proper example / create a proper format? Share this post Link to post Share on other sites
EricJ 765 Posted March 12, 2016 Look for the "HIt" in the CfgAmmo section, which defines the "power" of the grenade, round, etc. Then all you need to do in the CfgMagazines have that ammo so the grenade will use it. Share this post Link to post Share on other sites
eggbeast 3685 Posted March 13, 2016 for a grenade to work properly you must patch the "Throw" class of weapon muzzle. https://forums.bistudio.com/topic/188001-custom-grenade-and-explosive-not-showing-up-in-arsenal/ Share this post Link to post Share on other sites
six_ten 208 Posted March 19, 2016 Hello! I'm trying to make a grenade with an explosion from another entity (E.G. a RGO hand grenade that has the explosion of a 125mm). However, I'm unable to find a correct cfgweapon (or cfgmagazine, whichever it may be) format to do so. How does one find a proper example / create a proper format? Here you go -- class CfgPatches { class ART_Weapons_Grapple { units[] = {}; weapons[] = {"Throw_Grappling_Hook"}; requiredVersion = 0.1; requiredAddons[] = {"ART_Weapons"}; magazines[] = {"Mag_Grappling_Hook"}; ammo[] = {"Ammo_Grappling_Hook"}; }; }; class cfgAmmo { class Default; class Grenade : Default {}; class GrenadeHand : Grenade {}; class GrenadeHand_stone: GrenadeHand {}; class Ammo_Grappling_Hook: GrenadeHand_stone { model = "\ART\ART_Weapons\Grapple\Ammo_Grappling_Hook.p3d"; hit = 0.5; indirectHit = 0.2; indirectHitRange = 1; dangerRadiusHit = 6; suppressionRadiusHit = -1; CraterEffects = "NoCrater"; explosionEffects = "NoExplosion"; explosive = 0; soundHit[] = {"",1,1}; cost = 1; whistleDist = 0; timeToLive = 60; class CamShakeExplode { power = "(0*0.2)"; duration = "((round (0^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((0 + 0^0.5)*8)"; }; class CamShakeHit { power = 5; duration = "((round (5^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class HandGrenade_Stone: HandGrenade {}; class Mag_Grappling_Hook: HandGrenade_Stone { author = "gbs"; scope = 1; displayName = "Mag_Grappling_Hook"; value = 0.1; icon = "\ART\ART_Weapons\Data\UI\icon_Grappling_Hook_CA.paa"; picture = "\ART\ART_Weapons\Data\UI\pic_Grappling_Hook_CA.paa"; model = "ART\ART_Weapons\Grapple\Ammo_Grappling_Hook.p3d"; ammo = "Ammo_Grappling_Hook"; descriptionShort = "Mag_Grappling_Hook"; }; }; class cfgWeapons { class Default; class GrenadeLauncher : Default {}; class Throw : GrenadeLauncher {}; class Throw_Grappling_Hook: Throw { editorCategory = "EdCat_1776_Camp"; editorSubcategory = "EdSubCat_1776_FortField"; displayname = "Throw"; baseWeapon = "Throw_Grappling_Hook"; scope = 2; scopeCurator = 2; scopeArsenal = 2; muzzles[] = {"Muzzle_Grappling_Hook"}; class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class Muzzle_Grappling_Hook: ThrowMuzzle { magazines[] = {"Mag_Grappling_Hook","Mag_Grappling_Hook","Mag_Grappling_Hook"}; }; }; }; //player addEventHandler ["Fired", {_this execVM "grapple.sqf"}]; Share this post Link to post Share on other sites