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Showing results for tags 'cfgammo'.
Found 5 results
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Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
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Why does my shotgun destroy buildings?
doc. caliban posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm working on a shotgun mod that has custom buckshot and an explosive round that emulates the FRAG12. The problem I'm seeing is that they both destroy destructible buildings, which makes no sense. The frag round only does a tiny fraction of what a vanilla 40mm does and shouldn't be destroying buildings either. Something in my config must be wrong, and I was trying to keep the damage toned down to realistic levels as well. One factor I have a hard time with is "caliber" where 1 is supposedly the penetration of a 7.62mm round. I'm not so much worried about my specs in general though. I really need to end up with double-ought that doesn't take a control tower down after a couple dozen shots. lol Any feedback about the config at all is welcome though. Here's what I've got: class CfgAmmo { class SubmunitionBase; class ShotgunBase; class BulletBase; class B_12Gauge_00Buck: ShotgunBase { simulation="shotSpread"; hit=2; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_65_caseless"; cost=2; typicalSpeed=404; visibleFire=4; audibleFire=8; airFriction=-0.008; caliber=0.3; }; class B_12Gauge_FRAG12: BulletBase { hit=42; indirectHit=1; indirectHitRange=1; suppressionRadiusHit=5; explosive=0.02; caliber=0.3; typicalSpeed=274.3; airFriction=-0.008; cartridge="FxCartridge_65_caseless"; deflecting=3; }; }; -
help Config help: change projectile impact and explosion effects
Cygnus X3 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you! -
CfgAmmo adding a coustom HitEffect to all bullets
chrs posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, Does anyone know how to edit the "default" or a base cfgammo class to allow a new hit effect to be added to it. I'd like all bullets to inherit the new impact effect, as according the the WIKI the "impact" entry in cfgSurfaces reads it when its decides what bullet splash effect to spawn on the ground. I'd like to add the "hitSnow" entry to all bullets in the base game and any mod. class CfgAmmo { class Default { class HitEffects { hitSnow = "ImpactSnow"; }; }; }; It seems you are unable to edit the base classes in cfgAmmo in the same way you can with say CfgVehicles: class CfgVehicles { class All; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class car: LandVehicle {.... Thanks. -
CfgAmmo - Hit - Value randomisation
Maff posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have been working on a small collection of addons for Arma 2:CO for myself and a few friends. This started as a simple weapon, equipment and unit renaming addon but as I've been reading through the ACE, BI and VBS2/JCOVE configs the ideas have been flowing! I have started to experiment with creating my own ammunition and magazines just to see if I can do it. The below examples are from JCOVE Lite and I'm guessing these values are intended to be randomised with each hit. Is this correct? If so, is this possible to do in Arma 2/3 and are there any issues with doing this? I have tried to test with "B_556x45_Ball" ammunition in Arma 2 but I honestly can't tell - My targets are dead in one shot using; class BulletBase; class B_556x45_Ball: BulletBase { hit = "6*1.2"; }; *** As I'm typing this, I recall using a script that displays target damage and where they have been hit. I'll look that out and crack on *** EXAMPLES FROM JCOVE LITE; class vbs2_ammo_B_556x45_AP: vbs2_ammo_B_556x45_Ball { hit = "8*1.2"; }; class vbs2_ammo_B_556x45_Silent_AP: vbs2_ammo_B_556x45_Silent { hit = "8*0.80*1.2"; }; class vbs2_ammo_B_127x99_Ball: vbs2_LargeBullet { hit = "(15 + (7))"; typicalSpeed = "0.75*855"; airFriction = -0.00068; tracerScale = 1.5; model = "\vbs2\data\bullettracer\tracer_red"; };