Jump to content

Recommended Posts

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

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×