der bastler 0 Posted November 7, 2002 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... Share this post Link to post Share on other sites
USMC Sniper 0 Posted November 8, 2002 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; Â Â Â 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}; Â Â Â }; };<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. Share this post Link to post Share on other sites
der bastler 0 Posted November 8, 2002 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). Share this post Link to post Share on other sites