If you are thinking of the problem of the AI firing full auto and 1 round going on point and 99 over, then i agree. I especially find the OTW M249 pack plagued with this (Brilliant addon with the exception of AI inaccuracy)
I remember seeing the RED realistic guns addon using a 5rd burst or full auto for every machinegun (PK/M60). The .cpp would set the AI to prefer 5rd burst over full auto, and hence make the AI gunner much more accurate at any distance.
If you know how to do this, i wouldn't mind having some info...
Cheers!
There are a couple ways to do this...
1) Adjust the recoil and dispersion, you can get some really cool effects by reducing the recoil and increasing the dispersion like this:
class Auto
{
dispersion=0.005000; // higher numbers for more spread
recoil=0.050000,0.010000,0.006000,0.100000,0.020000,0.020000,0.300000,0,0; // time, back, up
};
The end result is that the AI (and players) won't have to deal with as much "jump" as default OFP weapons but the rounds don't go *exactly* where you aim so it's not just a full-auto sniper rifle.
2) Create a new burst class and a new ammo type, for example:
class newmgbullet: bulletSingle
{
minRange=0.1;
minRangeProbab=0.25;
midRange=500; // increased from 100
midRangeProbab=0.75; // increased from 0.5
maxRange=750; // increased from 500
maxRangeProbab=0.25; // increased from 0.08
};
Then in your MG...
modes[]={"Burst","Auto"};
class Burst
{
ammo="newmgbullet";
burst=5;
};
That will give you your 5 round burst that the AI prefers over auto fire. You may have to tweak the ammo settings to achieve exactly what you want.
3) Combine the above examples, play around, be creative, have fun
Please note, this is incomplete code, I only listed the values that need to be changed and there is a lot more that is required for the weapons to actually work. Hopefully this will help steer you in the right direction though.