Gladius 10 Posted November 23, 2009 How to make a weapon config from scratch (ballistic model) I noticed that most weapon addons use the magazines (ballistic data) from Arma2 weapons. I want to be able to write my own configs with realistic ballistics. The problem this far is that I can't find a detailed guide how to do so. The BIS wiki explains some variables, but that is not enough for me a this stage. And I think a lot of weapon modellers could need a decent guide, because of a lot of terribly wrong ballistic models. http://community.bistudio.com/wiki/CfgWeapons_Config_Reference http://community.bistudio.com/wiki/Weapons_settings First of all I need the big picture, that I learn where and how to use the variables explained in the wiki. Could you point me into the right direction if such a forum thread already exists, and I didn't find it? Share this post Link to post Share on other sites
.kju 3245 Posted November 23, 2009 Search for NWD's (NoWonderDog) work (addons) and threads for realistic ballistic values. Share this post Link to post Share on other sites
Gladius 10 Posted November 23, 2009 Thanks for the advice. The funny thing is that I understand the more advanced part of the problem, that I have to tweak the the airFriction coefficients for each bullet, to get a realistic ballistic curve and how to achieve that. My problem is at a different area. Where do I find for example the 9mm M9 ammo config in Arma2, and what do I have to do to replace this ammo with my own config? The weapon addons I was looking into just refered to original Arma2 magazine configs and their ballistics. But how can I achieve to make a completely new ballistic model for an addon? Share this post Link to post Share on other sites
.kju 3245 Posted November 23, 2009 You can redefine values. You can create new classes. Configs are based on inheritance. Get some related configs and study them. http://www.armaholic.com/page.php?id=1776 http://www.armaholic.com/page.php?id=6817 And get the all in one config: http://www.ofpec.com/forum/index.php?topic=33429.0 Share this post Link to post Share on other sites
Gladius 10 Posted November 23, 2009 I want to put realistic ballistics into that weapon addon. Right now it looks to me that the weapon just uses the standard Arma2 9mm ammo from the M9 pistol. How can I give that weapon addon a completely new ammunition/ballistic? For that I would have to change the airFriction and initSpeed. But where/how, when i can't use the standard Arma2 ammo? :confused: enum {}; class Mode_SemiAuto { }; class Mode_Burst : Mode_SemiAuto { }; class Mode_FullAuto : Mode_SemiAuto { }; class CfgAmmo { Default; //Extended BulletCore; //Extended BulletBase; //Extended class C1987_Mp7_9mm : BulletBase { cartridge = "FxCartridge_small"; airLock = 0; explosive = 0; typicalSpeed = 500; hit = 7; indirectHit = 0; indirectHitRange = 0; visibleFire = 18; audibleFire = 18; visibleFireTime = 6; timeToLive = 8; deflecting = 8; tracerColor[] = {0,0,0,0 }; tracerStartTime = 0.000100; tracerEndTime = 0.000000; }; }; class CfgMagazines { CA_Magazine; //Extended class C1987_Mp7_basemag : CA_Magazine { tracersEvery = 0; }; class C1987_Mp7_20rnd : C1987_Mp7_basemag { scope = 2; displayName = "MP7 MAG 20 RND"; model = "\C1987_Mp7\Mp7_mag.p3d"; picture = "\C1987_Mp7\equip\mp7_mag.paa"; ammo = "C1987_Mp7_9mm"; initSpeed = 500; type = 16; count = 20; }; class C1987_Mp7_40rnd : C1987_Mp7_basemag { scope = 2; displayName = "MP7 MAG 40 RND"; model = "\C1987_Mp7\Mp7_mag.p3d"; picture = "\C1987_Mp7\equip\mp7_mag.paa"; ammo = "C1987_Mp7_9mm"; initSpeed = 500; type = 16; count = 40; }; }; class CfgPatches { class C1987_Mp7 { Units[] = {}; weapons[] = {"C1987_Mp7_iron","C1987_Mp7_iron_fd","C1987_Mp7_iron_sd","C1987_Mp7_iron_fd_sd" }; requiredVersion = 1.000000; requiredAddons[] = {}; }; }; class CfgWeapons { M9; //Extended class C1987_Mp7_iron : M9 { displayName = "HK MP7"; model = "\C1987_Mp7\Mp7_iron.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,20 }; }; class C1987_Mp7_iron_fd : M9 { displayName = "HK MP7 Fold"; model = "\C1987_Mp7\Mp7_iron_fd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,20 }; }; class C1987_Mp7_iron_sd : M9 { displayName = "HK MP7 SD"; model = "\C1987_Mp7\Mp7_iron_sd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; fireLightDuration = 0.000000; fireLightIntensity = 0.000000; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1,300 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1,300 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,20 }; }; class C1987_Mp7_iron_fd_sd : M9 { displayName = "HK MP7 Fold SD"; model = "\C1987_Mp7\Mp7_iron_fd_sd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; fireLightDuration = 0.000000; fireLightIntensity = 0.000000; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1,300 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1,300 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,20 }; }; }; class cfgVehicles { ReammoBox; //Extended class C1987WeaponBox : ReammoBox { scope = 2; accuracy = 1000; displayName = "C1987 Weapons"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class C1987_Mp7_20rnd { magazine = "C1987_Mp7_20rnd"; count = 200; }; class C1987_Mp7_40rnd { magazine = "C1987_Mp7_40rnd"; count = 200; }; }; class TransportWeapons { class C1987_Mp7_iron { weapon = "C1987_Mp7_iron"; count = 12; }; class C1987_Mp7_iron_fd { weapon = "C1987_Mp7_iron_fd"; count = 12; }; class C1987_Mp7_iron_sd { weapon = "C1987_Mp7_iron_sd"; count = 12; }; class C1987_Mp7_iron_fd_sd { weapon = "C1987_Mp7_iron_fd_sd"; count = 12; }; }; }; }; /* Parse total: Classes 34 Ext Classes 6 Arrays 24 Records 152 time 0.000 sec --EOF-- */ Share this post Link to post Share on other sites
Gladius 10 Posted November 24, 2009 Come on, please help me. I have the permission to change that config, so you don't have to worry to openly discuss that matters. I don't ask you to redo it for me. I want to learn and understand how to do it myself. And I'm willing to share what I've learned with anybody in the community who is interested. Correct ballistic configs are rare right now in our game. So anybody would benefit from an tutorial. Share this post Link to post Share on other sites
TRexian 0 Posted November 24, 2009 I guess, if it were me, I'd start simple and only add a new magazine of the new ammo and get that working, then make the addon broader. Also, there may be a problem with your question. :) "But how can I achieve to make a completely new ballistic model for an addon?" The way I understand it, I don't think you can. The "ballistics model" (as I understand it) is the exe-based model. All you can do is change the way the ammo/ordinance behaves within that model. Do you know what characteristics of the 9mm that you want to change? kju's link to the all-in-one config is where you can find all of the possible parameters. Once you know what the parameters are that you want to change, you can create a config that inherits all the values, then changes the ones you need to change. I've recently started getting into configs, also, and certainly only know a little, but don't mind sharing what I do know. :) Share this post Link to post Share on other sites
Gladius 10 Posted November 24, 2009 Hallo Of course I just want to change some parameters within the config. It's not the plan to redo the engine. From my limited understanding the config that I posted just uses the 9mm ammo of the M9 pistol from standard Arma2. There might have been some parameters changed, because the addon shoots like a laser gun. I read that the velocity of the bullet is: initSpeed = 500; This should be changed to 685 (it's the Vo of the 4,6x30mm) The next thing I have to change is the air friction value, and here is the first problem, because there is no airfriction shown in the config. It seems to use the air friction from the 9mm M9 from the standard game and I can't change this one. This is why I want to make my own ammo/bullet/weapon config, that I'm free of any other configs. Share this post Link to post Share on other sites
TRexian 0 Posted November 24, 2009 Here is the default settings from the config (kju's all-in-one from September). class Default { access = 3; hit = 0; indirectHit = 0; indirectHitRange = 1; typicalSpeed = 900; model = ""; proxyShape = ""; simulation = ""; animated = 0; shadow = 0; cost = 0; maxSpeed = 0; cartridge = ""; simulationStep = 0.05; tracerColor[] = { 0.7, 0.7, 0.5, 0.04 }; tracerColorR[] = { 0.7, 0.7, 0.5, 0.04 }; soundFly[] = { "", 1, 1 }; soundEngine[] = { "", 1, 1 }; soundHit[] = { "", 1, 1 }; supersonicCrackNear[] = { "", 1, 1 }; supersonicCrackFar[] = { "", 1, 1 }; hitGroundSoft[] = { "soundHit", 1 }; hitGroundHard[] = { "soundHit", 1 }; hitMan[] = { "soundHit", 1 }; hitArmor[] = { "soundHit", 1 }; hitIron[] = { "soundHit", 1 }; hitBuilding[] = { "soundHit", 1 }; hitFoliage[] = { "soundHit", 1 }; hitWood[] = { "soundHit", 1 }; hitGlass[] = { "soundHit", 1 }; hitGlassArmored[] = { "soundHit", 1 }; hitConcrete[] = { "soundHit", 1 }; hitRubber[] = { "soundHit", 1 }; hitPlastic[] = { "soundHit", 1 }; hitDefault[] = { "soundHit", 1 }; hitMetal[] = { "soundHit", 1 }; hitMetalplate[] = { "soundHit", 1 }; deflecting = 0; explosive = 1; explosionEffects = "ExplosionEffects"; craterEffects = "ImpactEffectsBig"; effectsMissile = "ExplosionEffects"; effectsSmoke = "SmokeShellWhite"; effectsFire = "CannonFire"; timeToLive = 10; irLock = 0; airLock = 0; laserLock = 0; manualControl = 0; maxControlRange = 350; maneuvrability = 1; trackLead = 1; trackOversteer = 1; sideAirFriction = 1; visibleFire = 0; audibleFire = 0; visibleFireTime = 0; explosionTime = 0; fuseDistance = 0; initTime = 0; thrustTime = 1.5; thrust = 210; airFriction = -0.0005; class HitEffects { vehicle = "ImpactMetal"; object = "ImpactConcrete"; }; caliber = 1; whistleDist = 0; whistleOnFire = 0; }; That should give you some idea about what the options are to change. Also, I urge you to register at dev-heaven.net so you can see all the configs! :) http://dev-heaven.net/repositories/browse/cmb/configs/A2/formatted Share this post Link to post Share on other sites
Gladius 10 Posted November 25, 2009 Here is the default settings from the config ... What kind of config is this? Doesn't look like this: http://community.bistudio.com/wiki/CfgWeapons_Config_Reference or this: http://community.bistudio.com/wiki/CfgAmmo_Config_Reference Unfortunately the registration process at dev-heaven.net didn't accept my e-mail adress. I will try it again and see if I find there the information that I need. Right now my problem is to understand this "config-tree". I need a CfgWeapons and a CfgAmmo. How do I have to arrange them in an addon for a totally new weapon? A config that doesn't use standard Arma2 ammonition? Shit, doesn't anybody understand what I'm asking for? Share this post Link to post Share on other sites
TRexian 0 Posted November 25, 2009 hehe Oh yeah, but it is hard to explain, at least for me. :) Can't respond more now, but will try in about 12 hours. Share this post Link to post Share on other sites
TRexian 0 Posted November 25, 2009 Ok, first, maybe give this a shot: http://tactical.nekromantix.com/wiki/doku.php?id=arma2:beginner_editing_guide#what_you_should_not_do Second, though, I'm not sure if you can really "add" value categories. That is, I believe the default ammunition entries represent the entire universe of variables you can affect. For a "new" category of ammunition, you basically take an existing class - even if it is the 'default' one, and change the parameters. Once you have an ammunition type, you need to give it a magazine, so it can be used. Then, I suspect you also need to tell the engine which weapons can use that ammo. From what I can glean of the config structure, it starts with a cfgPatches section. class CfgPatches { class Ur_AddonName { //name of the addon units[] = {"Units"}; // units added with the addon weapons[] = { "HKG3T" }; // weapons added with the addon requiredVersion = 1; requiredAddons[] = {"CAWeapons","CACharacters2"}; //addons which are required when using your addon. }; }; This tells the engine some basic information about it, like the name of the patch and what it requires. After that, believe you would have the class cfgAmmo entry to set up your new class of ammo. I have not done one of those, but I have set up a new magazine, so I'll post that. I used the 7.62x51 (.308) ammo that was already in A2, but needed a 20 rnd mag (as in the CETME). I've commented the code to help with how it works. // state what we're adding class CfgMagazines { class Default; // start with a base class from which to derive class CA_Magazine; // next level up class that I want to derive stuff from class 5Rnd_762x51_M24; // class that I'm really borrowing from // this next line is the class I'm adding - the 20 rnd mag for the CETME class 20Rnd_762x51_CETME: 5Rnd_762x51_M24 { // these are the settings I want to change for my class scope = 2; displayName = "20Rnd. CETME"; picture = "\ca\weapons\data\equip\m_G36_CA.paa"; count = 20; ammo = "B_762x51_noTracer"; descriptionShort = "Caliber: 7.62x51mm NATO <br/>Rounds: 20 <br/>Used in: CETME"; }; }; So, my CETME magazine class has all the settings of the M24 7.62x51 magazine, except it is 20 rounds, and has a different display name and description. It really helps if you know some inheritance ideas from the world of programming. http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:config:inheritance Does that help a bit? :) Share this post Link to post Share on other sites
Gladius 10 Posted November 25, 2009 Thank you very much for your support. That adds another piece to the puzzle. Everybody seems to use the method where they just add something to already existing weapons. The problem I have with this method is that this way the values of the already existing weapon get mixed up with the new one. That is not an accurate representation of the real ballistics and weapon behavior. So I could just add new values on top of all places at the existing config. But for this I need to know how the standard thing looks like. In my case its the M9. But when I open the Arma2 weapons PBO, then I can't find the M9 weapons config and the 9mm ammunition it uses. This bohemian game looks like a village sign to me from the inside. Is there somewhere a comlete config that I can modify by just adding my values? The config that I posted at page1 thet I want to change just says: for this model use the M9 magazine with speed 500. I want to set a speed and define an airfriction and dispersion value by shooting range testing, until the config matches the real ballistics. What I miss is just these config tree, where I can insert my data. Sorry for being so ignorant, but I'm bloody new to these kind of problems. In germany there is an old expression for not understanding something. It's called "böhmische Dörfer". That would be translated: "It's like bohemian villages for me." Thats because the names of bohemian villages are hard to read and to pronounce for a german. :o Share this post Link to post Share on other sites
TRexian 0 Posted November 26, 2009 hehe If you register at dev-heaven.net, and go to the Community Modding Bible, and then to the wiki, you can find the configs for everything. :) But, better than that, kju (I think he's the one) has put together an ~8mb all-in-one config that has the config for everything in A2 in it. Great resource. (Just takes awhile to load up in NotePad++. :) Oh- that's another thing - if you're going to mod configs, I *highly* recommend NotePad++ (I use the portable edition) with the ArmA2 plugin from OFPEC (by i0n0s). It'll save you significant heartache. And, I would only encourage you to stay patient. These things are not insurmountable, but do take patience. :) Share this post Link to post Share on other sites
cross 1 Posted November 26, 2009 Examine Jones' addon & configs. Talk to him if necessary. http://www.armaholic.com/page.php?id=7079 Share this post Link to post Share on other sites
Gladius 10 Posted November 26, 2009 I don't get any further. :mad: Every config that I'm looking into is different looking. Then, please help me to insert these simple values into the following config: initSpeed (CfgMagazines) airFriction (CfgAmmo) dispersion (CfgWeapons) enum {}; class Mode_SemiAuto { }; class Mode_Burst : Mode_SemiAuto { }; class Mode_FullAuto : Mode_SemiAuto { }; class CfgAmmo { Default; //Extended BulletCore; //Extended BulletBase; //Extended class C1987_Mp7_9mm : BulletBase { cartridge = "FxCartridge_small"; airLock = 0; explosive = 0; typicalSpeed = 500; hit = 7; indirectHit = 0; indirectHitRange = 0; visibleFire = 18; audibleFire = 18; visibleFireTime = 6; timeToLive = 8; deflecting = 8; tracerColor[] = {0,0,0,0 }; tracerStartTime = 0.000100; tracerEndTime = 0.000000; }; }; class CfgMagazines { CA_Magazine; //Extended class C1987_Mp7_basemag : CA_Magazine { tracersEvery = 0; }; class C1987_Mp7_20rnd : C1987_Mp7_basemag { scope = 2; displayName = "MP7 MAG 20 RND"; model = "\C1987_Mp7\Mp7_mag.p3d"; picture = "\C1987_Mp7\equip\mp7_mag.paa"; ammo = "C1987_Mp7_9mm"; initSpeed = 500; type = 16; count = 20; }; class C1987_Mp7_40rnd : C1987_Mp7_basemag { scope = 2; displayName = "MP7 MAG 40 RND"; model = "\C1987_Mp7\Mp7_mag.p3d"; picture = "\C1987_Mp7\equip\mp7_mag.paa"; ammo = "C1987_Mp7_9mm"; initSpeed = 500; type = 16; count = 40; }; }; class CfgPatches { class C1987_Mp7 { Units[] = {}; weapons[] = {"C1987_Mp7_iron","C1987_Mp7_iron_fd","C1987_Mp7_i ron_sd","C1987_Mp7_iron_fd_sd" }; requiredVersion = 1.000000; requiredAddons[] = {}; }; }; class CfgWeapons { M9; //Extended class C1987_Mp7_iron : M9 { displayName = "HK MP7"; model = "\C1987_Mp7\Mp7_iron.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,2 0 }; }; class C1987_Mp7_iron_fd : M9 { displayName = "HK MP7 Fold"; model = "\C1987_Mp7\Mp7_iron_fd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot.wss",1.778279,1,900 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,2 0 }; }; class C1987_Mp7_iron_sd : M9 { displayName = "HK MP7 SD"; model = "\C1987_Mp7\Mp7_iron_sd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; fireLightDuration = 0.000000; fireLightIntensity = 0.000000; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1, 300 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1, 300 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,2 0 }; }; class C1987_Mp7_iron_fd_sd : M9 { displayName = "HK MP7 Fold SD"; model = "\C1987_Mp7\Mp7_iron_fd_sd.p3d"; picture = "\C1987_Mp7\equip\mp7_iron.paa"; magazines[] = {"C1987_Mp7_20rnd","C1987_Mp7_40rnd" }; fireLightDuration = 0.000000; fireLightIntensity = 0.000000; modes[] = {"Single","Fullauto" }; class Single : Mode_SemiAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1, 300 }; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; }; class FullAuto : Mode_FullAuto { sound[] = {"\C1987_Mp7\sound\Mp7_shot_sd.wss",1.000000,1, 300 }; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; }; reloadMagazineSound[] = {"\C1987_Mp7\sound\Mp7_reload.wss",0.100000,1,2 0 }; }; }; class cfgVehicles { ReammoBox; //Extended class C1987WeaponBox : ReammoBox { scope = 2; accuracy = 1000; displayName = "C1987 Weapons"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class C1987_Mp7_20rnd { magazine = "C1987_Mp7_20rnd"; count = 200; }; class C1987_Mp7_40rnd { magazine = "C1987_Mp7_40rnd"; count = 200; }; }; class TransportWeapons { class C1987_Mp7_iron { weapon = "C1987_Mp7_iron"; count = 12; }; class C1987_Mp7_iron_fd { weapon = "C1987_Mp7_iron_fd"; count = 12; }; class C1987_Mp7_iron_sd { weapon = "C1987_Mp7_iron_sd"; count = 12; }; class C1987_Mp7_iron_fd_sd { weapon = "C1987_Mp7_iron_fd_sd"; count = 12; }; }; }; }; /* Parse total: Classes 34 Ext Classes 6 Arrays 24 Records 152 time 0.000 sec --EOF-- */ Share this post Link to post Share on other sites
Gladius 10 Posted November 27, 2009 I opened the PBO with PboView to looked into the config.bin then I copyed and pasted the text into wordpad and made my adjustments there. But how do I bring that back into the PBO? Share this post Link to post Share on other sites
TRexian 0 Posted November 30, 2009 There are some tools that can add a cPbo tool (I think that is what it is called) to your Windows right-click menu. I use that for testing. There is also a binarize tool from BIS, that requires some setup. I encourage you to check out the PMC wiki/tutorials. Share this post Link to post Share on other sites
celery 8 Posted December 1, 2009 Quick question. What is the variable in the config that defines if the weapon is a pistol, rifle or launcher and what are the corresponding values? Share this post Link to post Share on other sites
TRexian 0 Posted December 1, 2009 I believe it is weaponSlots but I must confess to not using it (yet). :) I derive the base class that is close to the weapon I'm configging for. :) 1 = primary weapon 2 = handgun slot 4 = secondary weapon (launcher) 16 = handgun magazines (8x)(or grenades for M203/GP-25) 256 = magazine slots (12x / 8x for medics) 4096 = goggle slot (2x) Share this post Link to post Share on other sites