All the data is in the Weapons Config sample from BIS
When assign a weapon to an addon we do this for example
weapons[] = {"M119" };
magazines[] = {"30Rnd_105mmHE_M119" };
But instead, lets change it;
weapons[] = {"FALL_M119" };
magazines[] = {"30Rnd_105mmHE_FALL_M119" };
Now start with the new AMMO
This is standard shell in the M119 Magazine
class CfgAmmo {
class ShellBase; // extend the class
class Sh_105_HE : ShellBase {
hit = 50;
indirectHit = 20;
indirectHitRange = 7;
typicalSpeed = 1300;
explosive = 0.800000;
cost = 300;
model = "\ca\Weapons\shell";
};
};
Make your own shell like this;
class CfgAmmo {
class Sh_105_HE; // extend the class
class FALL_Sh_105_HE : Sh_105_HE {
hit = 50;
indirectHit = 20;
indirectHitRange = 7;
typicalSpeed = 1300;
explosive = 0.800000;
cost = 300;
};
};
Now play with the Values in there to change the "Power" and the radius of effect.
Examples
120 Shell
----------------------
hit = 80;
indirectHit = 30;
indirectHitRange = 5;
typicalSpeed = 1300;
explosive = 0.800000;
cost = 300;
---------------------
125_SABOT
-----------------------
hit = 650;
indirectHit = 0;
indirectHitRange = 0;
typicalSpeed = 1800;
cost = 1000;
deflecting = 15;
explosionEffects = "";
-----------------------
Once finished with the ammo, config the new MAGAZINE
This is standard MAGAZINE for the M119
class CfgMagazines
{
class VehicleMagazine // extended class
class 30Rnd_105mmHE_M119 : VehicleMagazine {
scope = 2;
displayName = "$STR_DN_HE";
ammo = "Sh_105_HE";
count = 30;
initSpeed = 1100;
};
};
Make you own
class CfgMagazines
{
class VehicleMagazine // extended class
class 30Rnd_105mmHE_FALL_M119 : VehicleMagazine {
scope = 2;
displayName = "$STR_DN_HE";
ammo = "Sh_105_HE";
count = 30;
initSpeed = 1100;
};
};
Now make your new WEAPON
This was the standard M119
class cfgWeapons {
class CannonCore; // extended class
class M119 : CannonCore {
scope = 1;
displayName = "$STR_DN_M119";
sound[] = {"\ca\Weapons\Data\Sound\gun120",316.227783,1 };
reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload",1.000000,1 };
magazines[] = {"30Rnd_105mmHE_M119" };
minRange = 1;
minRangeProbab = 0.100000;
midRange = 12000;
midRangeProbab = 0.700000;
maxRange = 19000;
maxRangeProbab = 0.100000;
reloadTime = 20;
magazineReloadTime = 8;
maxLeadSpeed = 100;
autoReload = 1;
canLock = 0;
};
};
Make a copy (that you can modify parameters on)
class cfgWeapons {
class M119; // extended class
class FALL_M119 : M119 {
scope = 1;
displayName = "MY GUN";
sound[] = {"\ca\Weapons\Data\Sound\gun120",316.227783,1 };
reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload",1.000000,1 };
magazines[] = {"30Rnd_105mmHE_FALL_M119" };
minRange = 1;
minRangeProbab = 0.100000;
midRange = 12000;
midRangeProbab = 0.700000;
maxRange = 19000;
maxRangeProbab = 0.100000;
reloadTime = 20;
magazineReloadTime = 8;
maxLeadSpeed = 100;
autoReload = 1;
canLock = 0;
};
};
This should provide you with custom AMMO, MAGAZINES and WEAPON.
Adjust each to get the "bang" you want.