Guerilla 1 Posted June 19, 2008 Iknow everybody is immersed in in armed assualt modelling ,but can someone spare a few moments to assist me with this problem? the ammo seems to disappear after about 100 meters and does not land/hit unless its less then 100 meters, is there something that i can do to change this Share this post Link to post Share on other sites
chris330 0 Posted June 22, 2008 I would have thought there is, which weapon are you talking about? I'll have a look through the config file associated with it. I'm fishing tonight so it won't be till tomorrow. Share this post Link to post Share on other sites
Guerilla 1 Posted June 24, 2008 thanks for responding, its actually one i made,i have the max range at 1000 and the minimal range at 5 Share this post Link to post Share on other sites
5133p39 16 Posted June 24, 2008 What is the speed your ammo is traveling at? I dont know how it is in ArmA, but in OFP, the maximum lifetime of a bullet was 2 seconds, then it disappeared. Share this post Link to post Share on other sites
Guerilla 1 Posted June 25, 2008 I have the initspeed at 40, hope thats what you meant Share this post Link to post Share on other sites
Guerilla 1 Posted June 25, 2008 so would a missle type weapon go longer? Share this post Link to post Share on other sites
Pulverizer 1 Posted June 25, 2008 Might be affected by simulation=; Bullets live 3s, rockets 10s. Grenades (simulation=shotShell;) live 20s. LGBs (simulation=shotMissile;) 120s Yet some ammo that is simulation=shotMissile; lives only 10s... Maybe simulationStep, maxControlRange or some other arbitrary variable effects it, such as the type of vehicle that launches the ammo. I suppose the minRange etc only effect AI ammo usage. Share this post Link to post Share on other sites
Guerilla 1 Posted June 26, 2008 i increased the init speed to 55 and the range of the ammo appearence increased but now the ammo disappears after about 125 meters. and the simulation didnt seem to make a difference, what does the maxleadspeed do? Share this post Link to post Share on other sites
Pulverizer 1 Posted June 26, 2008 I guess it's for AI. If the target is faster than the value they don't try to shoot it. about the life time of rounds... Maybe it's determined by the type of weapon rather than the ammo simulation type. Try configuring it as a launcher of somekind. Share this post Link to post Share on other sites
Guerilla 1 Posted June 29, 2008 as much as i appreciate everyones advice ive relegated my project to slightly increasing the initspeed, and decreasing the turrets max elevation, it works ok, just not perfect.but.... i have another question in reference to ammo. in order to see the actual projectile(custom ammunition) from the weapon can i just code it in the ammo definitions in order to see it in game when fired? Share this post Link to post Share on other sites
zulu1 145 Posted July 5, 2008 There are many varibles that affect a projectile. Most addons inherrit BIS standard parameters. You can make a custom bullet that inherrits settings from shells, or rockets etc... There are bullet cam scripts you could use to see just how far and how long your bullet lasts. Share this post Link to post Share on other sites
Pulverizer 1 Posted July 5, 2008 Try inheriting your weapon from a grenade launcher, that should make the ammo last 20s. Should be well enough for some bow weapon or sci-fi gun. Share this post Link to post Share on other sites