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der bastler

Better shotgun sim

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Try

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

simulation = "shotShell";

<span id='postcolor'>

inside a shotgun's CfgAmmo class. If you hit an enemy with this "bullet" he'll fly backwards. But this effect is a little bit too strong -you can flip your enemys from the island!.

How can I reduce the impact force of my shotgun shell? With initspeed? I'll try and report later...

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No, by changing making the bullet (shell) like this:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgAmmo

{

class Default {};

class BulletSingle : Default{};

class 12Guage: BulletSingle

{

access=2;

hit=18;

     indirectHit=4;

indirectHitRange=0.46;

visibleFire=14;

audibleFire=14;

visibleFireTime=2;

minRange=1;

minRangeProbab=0.100000;

midRange=10;

midRangeProbab=0.500000;

maxRange=100;

maxRangeProbab=0.040000;

cartridge="FxCartridgeLarge";

tracerColor[]={0.800000,0.500000,0.100000,0.040000};

tracerColorR[]={0,0,0,0.005000};

     };

};<span id='postcolor'>

This is from my Remington addon.

The more you put the indirect hit ratio, the more they will fly backwards. The way I did it in all my shotgun addons was to make one powerful bullet represent a buckshot shell with pellets, because the way BIS did it is very unrealistic looking and feeling, IMO.

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Thanks, now my rifle is functioning perfectly (10 shotgun guerillas vs. 10 regular soldiers -> what a sound).

btw: BIS's burst-mode-shotgun? Silly ammo counter behaviour if you have a shotgun with more than one shell in magazine (e.g. Ithaca 37 'Stakeout' -> 4 rounds in magazine and one in chamber).

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