jakeplissken 77 Posted July 30, 2020 (edited) I was experimenting with scripting and I found out how to change the speed of a bullet without using a mod. player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (!local _unit) exitWith {}; private _position = getPosWorld _projectile; private _dirAndUp = [vectorDir _projectile, vectorUp _projectile]; private _velocity = velocity _projectile; deleteVehicle _projectile; _bullet = typeOf _projectile; _projectile = _bullet createVehicle [0,0,0]; _projectile setPosWorld _position; _projectile setVectorDirAndUp _dirAndUp; _projectile setVelocityModelSpace [0, 5900, 3]; [_projectile, [_unit, _gunner]] remoteExec ["setShotParents", 2]; }]; I was firing an MXM at 2.9 KM range zeroed at 700m and my bullets were dead on the aiming point. So this can can change bullet velocity, but I should try and work out how to add wind to bullets, there should be a simple way. Apparently, this works for simple projectiles, but I need to work out how to do this with my script above and have simple wind deflection without using ACE. _flrObj setVelocity [wind select 0, wind select 1,-10]; But it might require more advanced math than I think. But if you find this useful it is cool, I wonder what else you can do to manipulate a bullet. Could you deflect a bullet if it is aimed at a BLUFOR instead of OPFOR? Or would that script be too intensive on a large COOP mission? Screenshot: Edited July 30, 2020 by jakeplissken Added screenshot. 2 Share this post Link to post Share on other sites