EricJ 764 Posted June 2 This is I guess the problem I'm having: http://ericjwrites.itgo.com/Arma3/wip1976.jpg As you can see the fireable area for the mortar (in this case, and an artillery piece I'm working on) is small, and the minimum range is too far close to the firing range (the small circle). The ranges are fine, and I'm not asking about that. What I need to is adjust the minimum range so the area is more practical to fire. I don't know what to do with this, but any help would be nice as it's stalling a couple of projects I'm working on. Share this post Link to post Share on other sites
pierremgi 4905 Posted June 10 How did you create this mortar? Did you play with min/mid/max range in cfgWeapons? Share this post Link to post Share on other sites
EricJ 764 Posted June 10 I'm using the basic Mk6 mortar, but it's doing this, and I did mess with it on another project, but no real results, I believe that's for the AI and not the player. Share this post Link to post Share on other sites
pierremgi 4905 Posted June 11 16 hours ago, EricJ said: I believe that's for the AI and not the player. I never heard about a difference for AIs and players, in vanilla Arma. MK6 should display MK6 mortar in artillery computer, not 81mm Mortar container ! MK6 semi close is set for 34m to 499m range. Are you using mods? Did you try the MK6 vanilla? Share this post Link to post Share on other sites
EricJ 764 Posted June 11 I'm a bit confusing. The vanilla Mk6 works fine, but this is a custom mortar instead of any vanilla, which works fine. However, I am using the stats from the Mk6 to start with. So the help I need is to adjust the firing area so it is practical to use. Share this post Link to post Share on other sites
pierremgi 4905 Posted June 12 The MK6 (vehicle) is a 82mm mortar (weapon). So the artillery parameters are in cfgWeapons: One of the most important for range differences between close / medium / far... modes is: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst1" compared with: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst2" or configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst3" but also: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single1" >> "artilleryCharge" compared with: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single2" >> "artilleryCharge" or configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single3" >> "artilleryCharge" See also this post, as far as modded vehicles need to rework several configs in a mod: You need to create your own mod, with a config.cpp, if you want to modify anything in a config. Share this post Link to post Share on other sites
EricJ 764 Posted June 12 4 hours ago, pierremgi said: The MK6 (vehicle) is a 82mm mortar (weapon). So the artillery parameters are in cfgWeapons: One of the most important for range differences between close / medium / far... modes is: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst1" compared with: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst2" or configfile >> "CfgWeapons" >> "mortar_82mm" >> "Burst3" but also: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single1" >> "artilleryCharge" compared with: configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single2" >> "artilleryCharge" or configfile >> "CfgWeapons" >> "mortar_82mm" >> "Single3" >> "artilleryCharge" See also this post, as far as modded vehicles need to rework several configs in a mod: You need to create your own mod, with a config.cpp, if you want to modify anything in a config. Thanks and yeah, I have my own mortar system for the mortar, but I will look into this and see what happens, and thanks! Share this post Link to post Share on other sites