Doppe 0 Posted June 5, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class chainsaw { units[]={"chainsawCivilian6"}; weapons[]={"chainsawBase","chainsaw","chainsawMag"}; requiredVersion=1.750000; }; }; class CfgModels { class default {}; class Weapon: default {}; class chainsaw: Weapon {}; }; class CfgAmmo { class default {}; class BulletSingle: default {} class chainsawAmmo: BulletSingle { hit=6; indirectHit=0; indirectHitRange=0.000000; simulationStep=0.1; tracerColor[]={0,0,0,0.0}; tracerColorR[]={0,0,0,0.0}; soundFly[]={"",1,1}; soundEngine[]={"",1,1}; minRange=0.000000; minRangeProbab=1.000000; midRange=1; midRangeProbab=1.000000; maxRange=1; maxRangeProbab=1.00000; maxControlRange=0; visibleFire=0; audibleFire=0; visibleFireTime=0; initTime=1.0; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun7_6Manual: MachineGun7_6{}; class PK: MachineGun7_6Manual{}; class chainsawBase: PK { access=2; scopeWeapon=2; scopeMagazine=0; model="\chainsaw\chainsaw"; modelOptics="empty"; displayName="Chainsaw"; displayNameMagazine="Chainsaw Gasoline"; shortNameMagazine="Gasoline"; count=10000; weaponType=1; magazineType="256"; reloadTime=0.000000000000000000000000000000000001; magazineReloadTime=5; autoFire=1; sound[]={""}; autoReload=0; magazines[]={"chainsawMag"}; backgroundReload=0; ammo="chainsawAmmo"; multiplier=1; initSpeed=900; aiRateOfFire=1.0; // delay between shots at given distance aiRateOfFireDistance=2; // at shorter distance delay goes lineary to zero }; class chainsaw: chainsawBase { picture="\chainsaw\chainsaw.paa"; scopeWeapon=2; scopeMagazine=0; }; class chainsawMag: chainsawBase { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="Chainsaw Gasoline"; shortNameMagazine="Gasoline"; picture="\chainsaw\gear2.paa"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Civilian: Man {}; class Civilian6: Civilian {} class chainsawCivilian6: Civilian6 { access=2 displayName="Man (Chainsaw)"; weapons[]={"Throw","Put","Chainsaw"}; magazines[]={"chainsawMag","chainsawMag","chainsawMag","chainsawMag","chainsawMag","chainsawMag","chainsawMag","chainsawMag","chainsawMag"}; }; } Ok, there is my Chainsaw's config.cpp, and i need to get work the ammo range problem. When i try to fire gun the bullet will reach even 500 meters. I want that the range is (MaxRange) about 2 meters. Any help? Share this post Link to post Share on other sites
Doppe 0 Posted June 6, 2007 Does anyone know? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> minRange=0.000000; minRangeProbab=1.000000; midRange=1; midRangeProbab=1.000000; maxRange=1; maxRangeProbab=1.00000; I think that it should be in that part, but i'm not sure. maxRange is 1 but it still can reach over 300 meters!! Share this post Link to post Share on other sites
sanctuary 19 Posted June 6, 2007 Instead of inheriting your chainsaw ammo from a bullet class, it should be better to get it from the BIS "stroke" class as it is using a simulation="shotStroke"; that may limit the range. So it should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class default {}; class StrokeFistHit:Default {} class chainsawAmmo: StrokeFistHit { hit=6; indirectHit=0; indirectHitRange=0.000000; simulation="shotStroke"; simulationStep=0.1; tracerColor[]={0,0,0,0.0}; tracerColorR[]={0,0,0,0.0}; soundFly[]={"",1,1}; soundEngine[]={"",1,1}; minRange=0.000000; minRangeProbab=1.000000; midRange=1; midRangeProbab=1.000000; maxRange=1; maxRangeProbab=1.00000; maxControlRange=0; visibleFire=0; audibleFire=0; visibleFireTime=0; initTime=1.0; }; }; For the record, the StrokeFistHit class is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class StrokeFistHit:Default { hit=2; indirectHit=0.5; indirectHitRange=0.2; minRange=0; minRangeProbab=0.3; midRange=0.5; midRangeProbab=0.8; maxRange=1; maxRangeProbab=0.0; model="granat"; simulation="shotStroke"; cost=1; simulationStep=0.05; soundHit[]={"",0.0000316,1}; soundFly[]={"objects\noise",0.0000316,4}; soundEngine[]={"",0.0001,4}; visibleFire=2; audibleFire=0.25; visibleFireTime=1; }; Share this post Link to post Share on other sites