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Found 2 results

  1. Hello community! I am currently doing a lot of config work revolving around submunition parameters. I am getting pretty much all the results I expect, and I am very happy with how its implemented, but there's one thing that I can't find out how to get right. I am trying to create a specific submunition pattern, but have met the wall. What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards. What I am experiencing, is that no matter what settings I tweak, I am getting a 45 degree cone (off the parent vector) (meaning a total of 90 degree spread). I can't get the submunitions to face a direction greater than 45 degrees. Here is the relevant config code: submunitionAmmo="fragment_medium"; submunitionDirectionType="SubmunitionModelDirection"; submunitionParentSpeedCoef=0; submunitionInitSpeed=1000; submunitionInitialOffset[]={0,0,0}; submunitionConeType[]={"random", 20}; submunitionConeAngle=90; submunitionConeAngleHorizontal=90; Swapping submunitionDirectionType from "SubmunitionModelDirection" to "SubmunitionAutoLeveling" has no effect on the spread angle, it just effects the initial direction (retain parent or align to horizon). Changing submunitionConeType from "random", to "randomcenter" or "poissondisc" etc has little effect on what I'm trying to achieve. Altering submunitionConeAngle and submunitionConeAngleHorizontal within values of 45 degrees has an effect (I can tweak how narrow the spread is within +-45 degrees off center - for a total of 90 degree spread. However, changing this to between 45-359 (Degrees) has no effect. Setting it to 360 causes the "cone" to collapse into "0" spread (all submunitions retain parent vector perfectly). So can anyone please help me? The https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit guidelines do not describe accurately what the various patterns mean, or how the custom one acts. Any help would be greatly appreciated, Thanks Str|ke
  2. Ok so i have been looking to update the old clusterbomb scripts we used in a2 that used a fired EH to track your cbu to the ground then exec'd a script that spawned say 15 downward facing rockets or a a scattering of minelets. We even had CEMs that spawned 20 a10 shells and a scattering of mixed minelets... For the forthcoming unsung and frl. MIssilebox addons i am hoping to switch over to using the new submunition classes in config, but looking into weapons_f i see only artillery that fires a single submunition, each instance of submunitioncount or w/e it is (apols i am on tablet not pc here so cannot check code) has a value only of 1. I tried making a cbu that uses the value 10 to spawn 10 minelets but it only fired once. My suspicion is that bis has not implemented >1 values of submunition yet. Has anyone else played around with it? Does anyone have a working clusterbomb or clustermine or artillery shell that spawns say 5 lumes etc? I will do more experiments and post up my working code when its all done.
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