Kapyong 0 Posted August 24, 2008 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 Share this post Link to post Share on other sites
wld427 1705 Posted August 25, 2008 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; }; Share this post Link to post Share on other sites
I.M.G. 0 Posted September 3, 2008 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 = "";  }; }; }; Share this post Link to post Share on other sites