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mr.g-c

simulation = shotshell issue

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Hi, trying to display a actual "projectile" for my fired rounds i get this Problem:

Whenever a car is hit by one of those rounds, it jumpes like one meter behind, whenever a person is hit, it flies like 25m away.

Is there any config value where i can keep shotshell but remove/drastically reduce this brutal effect of getting thrown away?

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Hi,

in OFP, i know that this kind of kinetic effect is linked to the hit (and indirect hit) values of the ammunition (probably relatively to the weight of the target).

The explosive nature of the shell is defined through the "explosive" value. (explosive=1 means it will explode, explosive=0 means only kinetic dammage. It seems that in ArmA in can be adjusted between 0 and 1, but it was only boolean in OFP).

In ArmA it seems that the "explosive effect" can be changed through the "ExplosionEffects" value, but i don't know much about it.

Look through this page

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Thanks, but it already contains "explosive=0" and the hit damage is "1", no indirecthit damage.

It should be later become a non-lethal round by only dropping a hot one to the ground.

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BWMod had such problems, when their PzH2000 fired a round (I have seen such a video). Seems that they have sorted out the problem.

I guess it might be connected to the mass of the projectile (defined in the projectiles geo lod) plus the velocity of the projectile. Simply the same effect as running into a car, using a tank wink_o.gif

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BWMod had such problems, when their PzH2000 fired a round (I have seen such a video). Seems that they have sorted out the problem.

I guess it might be connected to the mass of the projectile (defined in the projectiles geo lod) plus the velocity of the projectile. Simply the same effect as running into a car, using a tank  wink_o.gif

A damn... so no simulation shotshell or making own shell model with proper mass....

Maik, can you help me with a very simple model (just something "round" looking) with proper mass which i can then let fire from my rifle?

Thanks in advance!, we might talk about it in german in german forums if you don't mind smile_o.giftounge2.gif

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Ok i solved it, i simply added the grenade as model to fire it with simulation shotshell.

Thanks anyway guys, good to know that the mass is responsible for it.

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