Jump to content
jakeplissken

Weapon config has infinite ammo for no reason I can see.

Recommended Posts

This weapon config I am working on for a railgun has infinite ammo. All I did was copy the config across from the GM6 Lynx for the firing modes so I could adjust dispersion, and add the sounds, but now it always has 20 rounds. What have I done wrong? I cannot see the issue at all.

 

class CfgWeapons {
	class Default;
	class RifleCore;
	class Rifle;
	class Rifle_Base_F;
	class Mode_SemiAuto;
	class Rifle_Long_Base_F;
	class arifle_MX_Base_F;
	class DMR_04_base_F;
	class srifle_DMR_04_F;
	class arifle_MX_SW_F;
	class srifle_DMR_RAIL_F: srifle_DMR_04_F {
		descriptionShort = "ASP Railgun<br />Caliber: 12.7x32 mm";
		displayName = "ASP-1 Railgun (Black)";
		DLC = "railgun";
		class Single: Mode_SemiAuto
		{
			dispersion=0.00002;
			soundContinuous=0;
			displayName "Semi Auto";
			reloadTime=2.5;
			recoil="recoil_single_gm6";
			recoilProne="recoil_single_prone_gm6";
			sounds[]=
			{
				"StandardSound"
			};
			class BaseSoundModeType
			{
				closure1[]=
				{
					"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_closure_01",
					0.39810717,
					1,
					40
				};
				closure2[]=
				{
					"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_closure_02",
					0.39810717,
					1,
					40
				};
				soundClosure[]=
				{
					"closure1",
					0.5,
					"closure2",
					0.5
				};
			};
			class StandardSound: BaseSoundModeType
			{
				begin1[]=
				{
					"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_short_01",
					7.9432826,
					1,
					2200
				};
				begin2[]=
				{
					"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_short_02",
					7.9432826,
					1,
					2200
				};
				soundBegin[]=
				{
					"begin1",
					0.5,
					"begin2",
					0.5
				};
				class SoundTails
				{
					class TailForest
					{
						sound[]=
						{
							"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_forest",
							1,
							1,
							2200
						};
						frequency=1;
						volume="(1-interior/1.4)*forest";
					};
					class TailHouses
					{
						sound[]=
						{
							"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_houses",
							1,
							1,
							2200
						};
						frequency=1;
						volume="(1-interior/1.4)*houses";
					};
					class TailInterior
					{
						sound[]=
						{
							"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_interior",
							1.9952624,
							1,
							2200
						};
						frequency=1;
						volume="interior";
					};
					class TailMeadows
					{
						sound[]=
						{
							"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_meadows",
							1,
							1,
							2200
						};
						frequency=1;
						volume="(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					class TailTrees
					{
						sound[]=
						{
							"A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_trees",
							1,
							1,
							2200
						};
						frequency=1;
						volume="(1-interior/1.4)*trees";
					};
				};
			};
			minRange=2;
			minRangeProbab=0.1;
			midRange=250;
			midRangeProbab=0.69999999;
			maxRange=350;
			maxRangeProbab=0.050000001;
			aiRateOfFire=3;
			aiRateOfFireDistance=500;
		};
		magazines[] = {"20Rnd_127x32_Mag"};
		hiddenSelections[] = {"camo1","camo2"};
		multiplier = 1;
		hiddenSelectionsTextures[] = {"\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\Data\DMR_04_01_CO.paa","\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\Data\DMR_04_02_CO.paa"};
		soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083};
	};
};

class CfgMagazines {
	class Default;
	class CA_Magazine;
	class 10Rnd_127x54_Mag;
	class 20Rnd_127x32_Mag: 10Rnd_127x54_Mag {
		ammo = "B_127x32_Ball";
		count = 20; // 20
		descriptionShort = "Caliber: 12.7x32 mm<br />Rounds: 20<br />Used in: ASP-1 Railgun.";
		initSpeed = 6290; // 2290
		DLC="railgun";
		displayName = "12.7mm 20Rnd slugs Mag";
	};
};

class CfgAmmo {
	class Default;
	class BulletCore;
	class BulletBase;
	class B_127x54_Ball;
	class B_127x32_Ball: B_127x54_Ball {
		airFriction = -0.001; // 0004
		cartridge = "";
		caliber = 70;
		coefGravity = 0;
		dangerRadiusBulletClose = 2;
		dangerRadiusHit = 3;
		hit = 376; // 376.
		timeToLive = 320;
		thrust = 6210; // 2210
		typicalSpeed = 6270; // 2270
		model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow";
		suppressionRadiusBulletClose = 2; // 1
		suppressionRadiusHit = 3; // 2
		supersonicCrackFar[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_middle",3.16228,1,200};
		supersonicCrackNear[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_close",3.16228,1,200};
		whistleDist = 2;
		whistleOnFire = 1;
	};
};

Is the GM6 Lynx firing mode code causing this issue? Thanks.

  • Like 1

Share this post


Link to post
Share on other sites

Hello there jakeplissken!

 

The  amount of the bullets in your magazine is on  : count= how many

1 hour ago, jakeplissken said:

class CfgMagazines { class Default; class CA_Magazine; class 10Rnd_127x54_Mag; class 20Rnd_127x32_Mag: 10Rnd_127x54_Mag { ammo = "B_127x32_Ball"; count = 20; // 20

 

 

 

 

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

×