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OChristie

Non-Lethal Rounds

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Hello,

I am trying to make a non-lethal round in ArmA but i am not sure how to access the correct classes and then modify them?

Please can somebody help!

Thanks

blackknight63

so far i have:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgPatches {

class airsoft_m16a4 {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

};

};

class RifleCore; // External class reference

class M16A2; // External class reference

class Rifle; // External class reference

//Weapon firing modes

class Mode_SemiAuto

{

displayName = $STR_DN_MODE_SEMIAUTO;

};

class Mode_Burst: Mode_SemiAuto

{

displayName = $STR_DN_MODE_BURST;

};

class Mode_FullAuto: Mode_SemiAuto

{

displayName = $STR_DN_MODE_FULLAUTO;

};

class airsoft_SemiAuto {

displayName = "Semi-Auto";

};

class airsoft_Burst : Mode_SemiAuto {

displayName = "Burst Fire";

};

class CfgWeapons {

class RifleCore; // External class reference

class M16A2; // External class reference

class Mode_SemiAuto

{

displayName = $STR_DN_MODE_SEMIAUTO;

};

class Mode_Burst: Mode_SemiAuto

{

displayName = $STR_DN_MODE_BURST;

};

class Mode_FullAuto: Mode_SemiAuto

{

displayName = $STR_DN_MODE_FULLAUTO;

};

class airsoft_SemiAuto {

displayName = "Semi-Auto";

};

class airsoft_Burst : Mode_SemiAuto {

displayName = "Burst Fire";

};

class airsoft_m16a4 : M16A2 {

displayName = "Airsoft M16A4";

model = "airsoftm16a4\m16a4";

picture = "\CA\weapons3\data\W_m16a4_CA.paa";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

dexterity = 1.61;

modes[] = {"Single", "Burst"};

magazines[] = {"20Rndairsoft"};

class Single : Mode_SemiAuto {

sound[] = {"\ca\Weapons\Data\Sound\M16_3_SS_A", db18, 1};

reloadTime = 0.09;

recoil = "M4Recoil";

recoilProne = "M4Recoil";

dispersion = 0.0007;

minRange = 2;

minRangeProbab = 0.1;

midRange = 25;

midRangeProbab = 0.7;

maxRange = 50;

maxRangeProbab = 0.05;

};

class Burst : Mode_Burst {

sound[] = {"\ca\Weapons\Data\Sound\M16_3_SS_A", db20, 1};

soundBurst = "false";

reloadTime = 0.09;

recoil = "M4Recoil";

recoilProne = "M4Recoil";

dispersion = 0.004;

minRange = 2;

minRangeProbab = 0.1;

midRange = 25;

midRangeProbab = 0.7;

maxRange = 40;

maxRangeProbab = 0.05;

};

};

class airsoft_Rifle : RifleCore {

autoFire = 1;

reloadAction = "ManActReloadMagazine";

soundContinuous = 0;

optics = 0;

scope = 1;

cursor = "RifleCursor";

cursorAim = "\ca\Weapons\Data\w_weapon_S";

value = 4;

displayName = "Airsoft M16A4";

nameSound = "rifle";

reloadTime = 0.15;

modelOptics = "-";

sound[] = {""};

drySound[] = {"\ca\Weapons\Data\Sound\M16_cock_v1", 0.000316228, 1};

reloadSound[] = {"", 1, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m4_reload", 0.0316228, 1};

opticsFlare = 0;

autoReload = 0;

aiDispersionCoefX = 2.0;

aiDispersionCoefY = 2.0;

opticsZoomMin = 0.22;

opticsZoomMax = 0.95;

opticsZoomInit = 0.42;

distanceZoomMin = 300;

distanceZoomMax = 300;

maxLeadSpeed = 23;

canLock = 0;

dispersion = 0.0001;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

ffMagnitude = 0.5;

ffFrequency = 11;

ffCount = 3;

magazines[] = {"20Rndairsoft"};

};

class airsoft_M16A2 : RifleCore {

scope = 2;

value = 0;

model = "\ca\weapons\m16_proxy";

optics = 1;

dexterity = 1.64;

displayName = "Airsoft M16A4";

picture = "\CA\weapons\data\equip\w_m16_ca.paa";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

drySound[] = {"\ca\Weapons\Data\Sound\M16_cock_v1", 0.000316228, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M16_reload_v1", 0.01, 1};

magazines[] = {"20Rndairsoft"};

modes[] = {"Single", "Burst"};

class Single : airsoft_SemiAuto {

sound[] = {"\ca\Weapons\Data\Sound\M16_3_SS_A", 7.94328, 1};

reloadTime = 0.15;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

dispersion = 0.0015;

minRange = 2;

minRangeProbab = 0.1;

midRange = 25;

midRangeProbab = 0.7;

maxRange = 50;

maxRangeProbab = 0.05;

};

class Burst : airsoft_Burst {

sound[] = {"\ca\Weapons\Data\Sound\M16_3_SS_A", 10.0, 1};

soundBurst = 0;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

dispersion = 0.004;

};

class Library {

libTextDesc = $STR_LIB_M16;

};

};

};

class CfgAmmo

{

class Default{};

class BulletCore : Default{};

class BulletBase : BulletCore{};

class airsoftbullet: BulletBase

{

hit=8;indirectHit=0;indirectHitRange=0;

visibleFire=0.07;

audibleFire=0.07;

visibleFireTime=2;

cost = 1;

typicalSpeed=150;

};

};

class CfgMagazines

{

class Default; // External class reference

class CA_Magazine : Default {};

class 20Rndairsoft: CA_Magazine

{

scope = public;

displayName = 20RND_airsoft;

picture="\ca\weapons\data\equip\m_20stanag_CA.paa";

ammo = airsoftbullet;

count = 20;

initSpeed = 850;

};

};

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