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Found 2 results

  1. I am by no means a scripter. Still, I have made or modified a handful of scripts that some may find useful. Random Flak Script = Continuous Fire or Barrage Mode (Barrage will spawn random explosions above the object it is attached too = area barrage. Continuous will search for enemy aircraft and target them while flying around the script object). Flak Skript = Ambient Steam Script / Ship Exhaust Script (in this form it requires two memory points in the model: exhaust and exhaust2. you can modifiy it to your needs and exchange with coordinate offsets) Aircraft Hit Effect Script (this is just the little bits and pieces falling off. I want to redo the fire/random splode script before publishing it)
  2. 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.
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