psrkallez06 7 Posted November 23, 2016 Let's say that i wanna change the Cyrus 9.3 mm rifle. I would like it to have a bigger magazine, and then more damage. Original it has a 10 rnd magazine, i would like to change it to 15. I have unpacked the correct files (i think), converted the config.bin to cpp. then i changed the hit=to like 99999, and i also changed the count=to 15. But if i check ingame with the modified config the ammo and damage stays the same.. They won't die in one hit. The only thing that does seem to change is the recoil.. I really need help on how to change the damage etc. Thanks! Update: Been trying many different files now, I tried change ALL the hits in the file to 0, enemies still dies when shooting them in legs.. Share this post Link to post Share on other sites
psrkallez06 7 Posted November 24, 2016 No one? I really need help with this.. I have read many tutorials but no one mention anything about this.. If not maybe someone can link some tutorial or similar that might help on how to work with cfgweapons/cfgmagazines in particular to change damage etc. The normal 9mm bullet for the rook-40, i added explosive=1 for testing.. still nothing changes.. I'm so confused.. Share this post Link to post Share on other sites
Bamse 223 Posted November 24, 2016 Maybe let it simmer for more than 12 hours? ppl need to sleep, work and all that apart from reading the forums :P Share this post Link to post Share on other sites
psrkallez06 7 Posted November 24, 2016 Maybe let it simmer for more than 12 hours? ppl need to sleep, work and all that apart from reading the forums :P Sorry, i will do that. Been working at this for a long time without success that wy i'm a little desperate. But i will wait. Cheers! :) Share this post Link to post Share on other sites
Bnae 1431 Posted November 24, 2016 Hey, you need to create new Cyrus config that uses your new Magazine. So basicly you need > ammo config with modified ammo values > Magazine config using modified ammo type > Weapon config using modified magazine type You cannot just change the values because it won't load up anywhere. Other words: You need to create new addon Share this post Link to post Share on other sites
psrkallez06 7 Posted November 24, 2016 Hey, you need to create new Cyrus config that uses your new Magazine. So basicly you need > ammo config with modified ammo values > Magazine config using modified ammo type > Weapon config using modified magazine type You cannot just change the values because it won't load up anywhere. Other words: You need to create new addon I see, well i thought that i could just edit the config.bin, pack it into a pbo, then put the pbo in a @mymod folder.. I don't really know how to make my own addon from scratch :( Share this post Link to post Share on other sites
Bnae 1431 Posted November 25, 2016 Well you can do that as well. Just remember that you're now unable to use the default 93x64 ammo class CfgPatches { class BNAE_Weapons_F_Mark { author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class BulletBase; class B_93x64_Ball: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_93x64_Ball"; audibleFire=80; visibleFireTime=3; dangerRadiusBulletClose=10; dangerRadiusHit=14; suppressionRadiusBulletClose=8; suppressionRadiusHit=10; cost=6; airLock=1; caliber=2.2; typicalSpeed=785; timeToLive=10; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1.2; tracerStartTime=0.075000003; tracerEndTime=1; airFriction=-0.00075000001; class CamShakeExplode { power="(10^0.5)"; duration="((round (10^0.5))*0.2 max 0.2)"; frequency=20; distance="((10^0.5)*3)"; }; class CamShakeHit { power=10; duration="((round (10^0.25))*0.2 max 0.2)"; frequency=20; distance=1; }; }; }; Copy these lines to empty config.cpp. You should have something like @psrkallez06\addons\custom_ammo\config.cpp 1 Share this post Link to post Share on other sites
psrkallez06 7 Posted November 25, 2016 Well you can do that as well. Just remember that you're now unable to use the default 93x64 ammo class CfgPatches { class BNAE_Weapons_F_Mark { author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class BulletBase; class B_93x64_Ball: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_93x64_Ball"; audibleFire=80; visibleFireTime=3; dangerRadiusBulletClose=10; dangerRadiusHit=14; suppressionRadiusBulletClose=8; suppressionRadiusHit=10; cost=6; airLock=1; caliber=2.2; typicalSpeed=785; timeToLive=10; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1.2; tracerStartTime=0.075000003; tracerEndTime=1; airFriction=-0.00075000001; class CamShakeExplode { power="(10^0.5)"; duration="((round (10^0.5))*0.2 max 0.2)"; frequency=20; distance="((10^0.5)*3)"; }; class CamShakeHit { power=10; duration="((round (10^0.25))*0.2 max 0.2)"; frequency=20; distance=1; }; }; }; Copy these lines to empty config.cpp. You should have something like @psrkallez06\addons\custom_ammo\config.cpp Thanks for your answer. Did you just write that from scratch? I've read a lot of tutorials, and i wanna learn that stuff too. Many of the people only teach on how to script in missions/work with texture stuff. I'm not interested in that. Gonna try your script and report back in a few hours! Thanks. Update: Your script worked perfectly.. I would like to do the same thing to a pistol.. Can you maybe teach me/show me some tutorial where can learn on how to script this way? Thanks. Share this post Link to post Share on other sites
Bnae 1431 Posted November 26, 2016 I haven't seen any tutorials that i could share. With the pistol you just do the same thing. Go to the pistols config > check what type of magazine it's using > look at the magazine config and check what type of ammo it's using > and lastly you copy the ammo config and customize it. If you're using the same ammo class name as the original config you will override the original one and the weapon will use it. If you cannot figure it out just ask and i will help more. Share this post Link to post Share on other sites
psrkallez06 7 Posted November 26, 2016 I haven't seen any tutorials that i could share. With the pistol you just do the same thing. Go to the pistols config > check what type of magazine it's using > look at the magazine config and check what type of ammo it's using > and lastly you copy the ammo config and customize it. If you're using the same ammo class name as the original config you will override the original one and the weapon will use it. If you cannot figure it out just ask and i will help more. Thank you very much man, "If you're using the same ammo class name as the original config you will override the original one and the weapon will use it." If i don't use the same ammo class name, can i make a completly new ammo? So that i can use both the original and the modded one? I got it to work with the pistol!! here is my config: http://pastebin.com/GwxxNUaJ I also added this: class RH_12Rnd_45cal_usp: CA_Magazine { scope=2; displayName="Usp mag (.45)"; picture="\RH_de\data\UI\m_usp_ca.paa"; model="\RH_de\mags\mag_usp.p3d"; type=16; ammo="RH_45ACP"; count=25; initSpeed=28000; }; }; }; Even tho i have count=25, my pistol still starts with 12 rounds in the magazine, any idea how i can change the max ammo? Share this post Link to post Share on other sites
Bnae 1431 Posted November 26, 2016 Thank you very much man, "If you're using the same ammo class name as the original config you will override the original one and the weapon will use it." If i don't use the same ammo class name, can i make a completly new ammo? So that i can use both the original and the modded one? I got it to work with the pistol!! here is my config: http://pastebin.com/GwxxNUaJ I also added this: class RH_12Rnd_45cal_usp: CA_Magazine { scope=2; displayName="Usp mag (.45)"; picture="\RH_de\data\UI\m_usp_ca.paa"; model="\RH_de\mags\mag_usp.p3d"; type=16; ammo="RH_45ACP"; count=25; initSpeed=28000; }; }; }; Even tho i have count=25, my pistol still starts with 12 rounds in the magazine, any idea how i can change the max ammo? Cannot say from the class names, but i assume the weapon is using RH_12Rnd_45cal_usp as magazine? Count is indeed the count of ammo in the magazine and it should work just fine like that. There is a chance that there is also count in the weapon config, highly doubt that tho. You can create completely new ammo types and magazines by creating new class names. Share this post Link to post Share on other sites
psrkallez06 7 Posted November 26, 2016 Cannot say from the class names, but i assume the weapon is using RH_12Rnd_45cal_usp as magazine? Count is indeed the count of ammo in the magazine and it should work just fine like that. There is a chance that there is also count in the weapon config, highly doubt that tho. You can create completely new ammo types and magazines by creating new class names. Pistol name: RH_usp Magazine Name: RH_12Rnd_45cal_usp Bullet name: RH_45ACP I also get confused with the }; stuff at the end, I don't really know how many i need, do i need as many }; as i have classes? The reason why i got it to work is because i read the error log when i convert to .bin file and correct it after that. This is my full config file right now: class CfgPatches { class BNAE_Weapons_F_Mark { author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F" }; requiredVersion=0.1; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class RH_45ACP: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_65_caseless"; caliber=2.5999999; deflecting=0; visibleFire=5; audibleFire=9; cost=100; typicalSpeed=9999; airFriction=-0.0; }; class CfgMagazines { class Default; class CA_Magazine; class RH_12Rnd_45cal_usp: CA_Magazine { scope=2; displayName="Usp mag (.45)"; picture="\RH_de\data\UI\m_usp_ca.paa"; model="\RH_de\mags\mag_usp.p3d"; type=16; ammo="RH_45ACP"; count=25; initSpeed=28000; }; }; }; Everything is working except that the ammo still is at 12 rounds instead of 25.. The only things i would like now is the ammo to work, and then i would like to add a laser pointer/pistol sight to it. Thanks again. Share this post Link to post Share on other sites
Bnae 1431 Posted November 26, 2016 Please use the <> icon to paste the code so it's much easier to read Every { should have }; at some point. Here's a little example class CfgPatches // Config class name { // Config class start class BNAE_Weapons_F_Mark // Custom class name { // Custom class start author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; // Custom class end }; // Config class end Try this config class CfgPatches { class psrkallez06_Weapons_F { author="psrkallez06"; name="Custom config"; url=""; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F" }; requiredVersion=0.1; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class RH_45ACP: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_65_caseless"; caliber=2.5999999; deflecting=0; visibleFire=5; audibleFire=9; cost=100; typicalSpeed=9999; airFriction=-0.0; }; }; class CfgMagazines { class Default; class CA_Magazine; class RH_12Rnd_45cal_usp: CA_Magazine { scope=2; displayName="Usp mag (.45)"; picture="\RH_de\data\UI\m_usp_ca.paa"; model="\RH_de\mags\mag_usp.p3d"; type=16; ammo="RH_45ACP"; count=25; initSpeed=28000; }; }; Share this post Link to post Share on other sites
psrkallez06 7 Posted November 26, 2016 Please use the <> icon to paste the code so it's much easier to read Every { should have }; at some point. Here's a little example class CfgPatches // Config class name { // Config class start class BNAE_Weapons_F_Mark // Custom class name { // Custom class start author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; // Custom class end }; // Config class end Try this config class CfgPatches { class psrkallez06_Weapons_F { author="psrkallez06"; name="Custom config"; url=""; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F" }; requiredVersion=0.1; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class RH_45ACP: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_65_caseless"; caliber=2.5999999; deflecting=0; visibleFire=5; audibleFire=9; cost=100; typicalSpeed=9999; airFriction=-0.0; }; }; class CfgMagazines { class Default; class CA_Magazine; class RH_12Rnd_45cal_usp: CA_Magazine { scope=2; displayName="Usp mag (.45)"; picture="\RH_de\data\UI\m_usp_ca.paa"; model="\RH_de\mags\mag_usp.p3d"; type=16; ammo="RH_45ACP"; count=25; initSpeed=28000; }; }; Sorry i will use <> in the future. Thank you very much for the detailed explination! Gonna try that script :) Update: Your script worked perfectly. How come it didn't work when i changed the "count" but it did work in yours? And now to the last thing, I wanna add the basic MRD sight + IR laser pointer to the pistol. I know that there should look something like this: class WeaponSlotsInfo: WeaponSlotsInfo { mass=33; class MuzzleSlot: SlotInfo { linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[]= { "RH_muzisd" }; }; class CowsSlot { }; class PointerSlot { }; }; But i don't know where to start. Share this post Link to post Share on other sites
Bnae 1431 Posted November 27, 2016 Here you can see how i'm using 4-five .45 pistol to test my attachments. In this case im not overriding the original config. Remember to update the CfgPatches also with weapons[] = {"WEAPON CLASS NAME"}; class MuzzleSlot; class CowsSlot; class PointerSlot; class UnderBarrelSlot; class SlotInfo; class CfgWeapons { class Pistol_Base_F; class hgun_Pistol_heavy_01_F: Pistol_Base_F { class WeaponSlotsInfo; }; class bnae_test_pistol: hgun_Pistol_heavy_01_F //Class name is personal { displayname="Testing Pistol"; //Personal author = "Bnae"; //Personal dlc = "BArsenal_Mod"; //Personal (req. CfgMods) class WeaponSlotsInfo: WeaponSlotsInfo { mass=30; holsterScale=0.94999999; class CowsSlot: CowsSlot { compatibleItems[]= { "optic_MRD" }; iconPosition[]={0.60000002,0.27000001}; iconScale=0.15000001; }; class MuzzleSlot: MuzzleSlot { linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[]= { "muzzle_snds_acp" }; iconPosition[]={0.23999999,0.34999999}; iconScale=0.2; }; }; }; }; Share this post Link to post Share on other sites
psrkallez06 7 Posted November 27, 2016 Here you can see how i'm using 4-five .45 pistol to test my attachments. In this case im not overriding the original config. Remember to update the CfgPatches also with weapons[] = {"WEAPON CLASS NAME"}; class MuzzleSlot; class CowsSlot; class PointerSlot; class UnderBarrelSlot; class SlotInfo; class CfgWeapons { class Pistol_Base_F; class hgun_Pistol_heavy_01_F: Pistol_Base_F { class WeaponSlotsInfo; }; class bnae_test_pistol: hgun_Pistol_heavy_01_F //Class name is personal { displayname="Testing Pistol"; //Personal author = "Bnae"; //Personal dlc = "BArsenal_Mod"; //Personal (req. CfgMods) class WeaponSlotsInfo: WeaponSlotsInfo { mass=30; holsterScale=0.94999999; class CowsSlot: CowsSlot { compatibleItems[]= { "optic_MRD" }; iconPosition[]={0.60000002,0.27000001}; iconScale=0.15000001; }; class MuzzleSlot: MuzzleSlot { linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[]= { "muzzle_snds_acp" }; iconPosition[]={0.23999999,0.34999999}; iconScale=0.2; }; }; }; }; Thank you very much, damn so many classes everywhere haha.. I always get errors when i make it a .bin, like "error unknown base class" etc.. I really have to look for some tutorial that explains classes and how/when to use them/include them, and why etc. This is the weapon I'm modifying: I get confused about parrents etc. I don't know what to include, and where, and in which order.. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 3, 2016 Once again i need some help.. This confuses me. for testing i just wanted to change the top speed of a plane, making the script as small as possible: class CfgPatches { class A3_MyF18 { units[]= { "JS_JC_FA18E" }; requiredVersion=0.1; requiredAddons[]={ "A3_Air_F", "A3_Characters_F_Gamma" }; class CfgVehicles { class JS_JC_FA18F; class JS_JC_FA18F_new: JS_JC_FA18F { maxSpeed=5100; }; }; }; }; It does compile fine, but the speed won't change ingame. Here is a picture of the class etc: What have i done wrong? Thanks. Share this post Link to post Share on other sites
Bamse 223 Posted December 3, 2016 You are defining a totally new plane, with the class name "JS_JC_FA18F_new". You are looking at the class "JS_JC_FA18E" on your screenshot. Also, for the sake of doing things correctly, you should update the units array in cfgPatches to correspond with the new vehicle you're creating. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 3, 2016 You are defining a totally new plane, with the class name "JS_JC_FA18F_new". You are looking at the class "JS_JC_FA18E" on your screenshot. Also, for the sake of doing things correctly, you should update the units array in cfgPatches to correspond with the new vehicle you're creating. Hm, I thought that: class JS_JC_FA18F_new: JS_JC_FA18F Means that i make a new class called JS_JC_FA18F_new, and i then "import" the stuff to the new class from JS_JC_FA18F.. This is so hard for me haha, i just wanna get the hang of it. Thanks for your time trying to help!! :) Share this post Link to post Share on other sites
Bamse 223 Posted December 4, 2016 And you are totally correct, but you're doing it wrong in a couple of ways I'm afraid. Try using this instead: class CfgPatches { class A3_MyF18 { units[] = {"JS_JC_FA18F_new"}; requiredVersion = 1.66; requiredAddons[] = {"JS_JC_FA18"}; }; }; class CfgVehicles { class JS_JC_FA18F; class JS_JC_FA18F_new : JS_JC_FA18F { maxSpeed = 5100; }; }; Screenshot: ' cfgVehicles is not a part of cfgPatches and needs to be "alone". You were also missing dependencies which is a good way of making sure that the load order of the mods is kept proper. Share this post Link to post Share on other sites
x3kj 1247 Posted December 4, 2016 maxspeed doesnt make a plane go faster if it doesnt have enough thrust. Also your values are ludicrous - they will cause problems in the game. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 4, 2016 maxspeed doesnt make a plane go faster if it doesnt have enough thrust. Also your values are ludicrous - they will cause problems in the game. I know, Like i said, I'm doing this for learning, i just want the values to change (So i know that my script is correct). I won't play with these values etc. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 4, 2016 And you are totally correct, but you're doing it wrong in a couple of ways I'm afraid. Try using this instead: class CfgPatches { class A3_MyF18 { units[] = {"JS_JC_FA18F_new"}; requiredVersion = 1.66; requiredAddons[] = {"JS_JC_FA18"}; }; }; class CfgVehicles { class JS_JC_FA18F; class JS_JC_FA18F_new : JS_JC_FA18F { maxSpeed = 5100; }; }; Screenshot: ' cfgVehicles is not a part of cfgPatches and needs to be "alone". You were also missing dependencies which is a good way of making sure that the load order of the mods is kept proper. I see thank you. Before i saw your message i made this: class CfgPatches { class psrkallez06_Plane { author="psrkallez06"; name="Custom VTOL"; url=""; requiredAddons[]= { "A3_Air_F", "A3_Characters_F_Gamma" }; requiredVersion=0.1; }; }; class CfgVehicles { class Plane; class JS_JC_FA18E: Plane { maxSpeed=5000; }; }; }; And it worked fine. I was wondering once again, why do i need the (units[] = {"JS_JC_FA18F_new"};? Is it because of the load order? How do i know when i need it and what to input there? Also i do see JS_JC_FA18F_new in the config viewer, but how do i find the plane in the editor? I can't see it there. Cheers. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 5, 2016 So once again I'm confused haha. Been trying like crazy to increase the magazine size of the cyrus. I can't understand why it won't work. I copied your "one hit kill" for the cyrus and it worked, I tried adding the magazine size as you did for one of the pistols. But the ammo doesn't increase for the cyrus, i can't understand why, been trying many different things. Here is my script class CfgPatches { class BNAE_Weapons_F_Mark { author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class BulletBase; class B_93x64_Ball: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_93x64_Ball"; audibleFire=80; visibleFireTime=3; dangerRadiusBulletClose=10; dangerRadiusHit=14; suppressionRadiusBulletClose=8; suppressionRadiusHit=10; cost=6; airLock=1; caliber=2.2; typicalSpeed=785; timeToLive=10; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1.2; tracerStartTime=0.075000003; tracerEndTime=1; airFriction=-0.00075000001; class CamShakeExplode { power="(10^0.5)"; duration="((round (10^0.5))*0.2 max 0.2)"; frequency=20; distance="((10^0.5)*3)"; }; class CamShakeHit { power=10; duration="((round (10^0.25))*0.2 max 0.2)"; frequency=20; distance=1; }; // So far so good, one hit kill works. class CfgMagazines { class Default; class CA_Magazine; class 150Rnd_93x64_Mag; class 10Rnd_93x64_DMR_05_Mag: 150Rnd_93x64_Mag { author="$STR_A3_Bohemia_Interactive"; picture="\A3\Weapons_F_Mark\Data\UI\M_93x64_DMR_05_CA.paa"; count=15; displayName="$STR_A3_CfgMagazines_10Rnd_93x64_DMR_05_Mag0"; descriptionShort="$STR_A3_CfgMagazines_10Rnd_93x64_DMR_05_Mag1"; initSpeed=870; tracersEvery=0; lastRoundsTracer=0; mass=16; }; }; }; }; Once again thank you! Edit: I just noticed that after the latest arma update the magazine increase script for the USP gun doesn't work anymore.. Maybe that's why the cyrus script didn't work either. Not sure tho. Share this post Link to post Share on other sites
psrkallez06 7 Posted December 23, 2016 Since the website shut down for a week just when i wrote my latest post I'm gonna bump this! Still has this problem. THanks. Share this post Link to post Share on other sites