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Kapyong

Creating a new round and new magazine

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ahoy gents, 2 questions.

I want to create a new round (exmaple, 8.5mm)

how would i define such a thing?

2nd, how to make it into a custom mag (example, 100 round C-MAG?)

Ideas for config? Cheers Guys

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here is an example form my aircraft.....

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

class PRACS_DEFA_Bullett: BulletBase

{

hit=379;

indirectHit=0;

indirectHitRange=0;

visibleFire=32;

audibleFire=32;

visibleFireTime=3;

airLock=1;

cost = 50;

tracerColor[] = {0.0, 1, 0.0, 0.04};

tracerColorR[] = {0.0, 1, 0.0, 0.04};

};

and the mag

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

class PRACS_250rd_DEFA: VehicleMagazine

{

scope = public;

displayName = "DEFA 552";

ammo=PRACS_DEFA_Bullett;

count=250;

initSpeed = 1040;

maxLeadSpeed=200;

};

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or perhaps this, (my complete taser config.cpp)

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

class CfgPatches

{

class Taser

{

 units[] = {};

 weapons[] = {"Taser"};

};

};

class CfgVehicleClasses

{

class Recon_Weapons

{

 displayName = "Recon Weapons";

};

};

class CfgSkeletons

{

class taserbones

{

 isDiscrete = 0;

 skeletonInherit = "";

 skeletonBones[] = {};

};

};

class CfgModels {};

class CfgAmmo

{

class Default;

class Grenade;

class Mine;

class BulletCore;

class BulletBase;

class stuncharge: BulletBase

{

 hit = 16;

 indirectHit = 0;

 indirectHitRange = 0;

 model = "\ca\Weapons\shell";

 cartridge = "FxCartridge_Small";

 visibleFire = 0.01;

 audibleFire = 0.01;

 visibleFireTime = 1;

 cost = 1;

 deflecting = 10;

 typicalSpeed = 350;

};

};

class CfgMagazines

{

class Default;

class CA_Magazine;

class recon_mag;

class Taser_Mag: recon_mag

{

 scope = 2;

 type = 16;

 model = "\Taser\Taser_mag.p3d";

 modelMagazine = "";

 modelSpecial = "";

 displayName = "Taser Battery";

 picture = "\Taser\Icon\taser_m.paa";

 ammo = "stuncharge";

 nameSound = "";

 count = 10;

 initSpeed = 350;

 reloadAction = "ManActReloadMagazine";

 maxLeadSpeed = 23;

 class Library

 {

  libTextDesc = "Deployment Charge x 10";

 };

};

};

class CfgWeapons

{

class M9;

class Taser: M9

{

 scope = 2;

 model = "\Taser\Taser.p3d";

 modelOptics = "-";

 picture = "\Taser\icon\taser_w.paa";

 displayName = "Taser";

 sound[] = {"\Taser\sound\fire.ogg",1,1};

 drySound[] = {"\Taser\sound\empty.ogg",1,1};

 reloadMagazineSound[] = {"\Taser\sound\reload.ogg",1,1};

 magazines[] = {"Taser_Mag"};

 minRange = 2;

 minRangeProbab = 0.1;

 midRange = 30;

 midRangeProbab = 0.8;  

 maxRange = 70;

 maxRangeProbab = 0.04;

 optics = 1;

 distanceZoomMin = 50;

 distanceZoomMax = 50;

 dispersion = 0;

 Dexterity = 3;

 initSpeed = 365;

 ffCount = 1;

 aiRateOfFire = 0.35;

 aiRateOfFireDistance = 50;

 reloadTime = 0.1;

 autoReload = 0;

 opticsZoomMin = 0.32;

 opticsZoomMax = 0.5;

 magazineReloadTime = 2;

 class Library

 {

  libTextDesc = "";

 };

};

};

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