What Mandoble says makes a lot of sense, once I considered how claymores actually work, rather than just answering your direct question. The claymore blast pattern is +-30 degrees horizontally and 0 to 2.4 degrees vertically, based purely on the statement "The spherical steel balls are projected in a 60 degree fan-shaped pattern that is two meters high (6 ft, 8 in) and 50 meters (165 ft) wide at a range of 50 meters (165 ft)."@
Wikipedia). I know you weren't too bothered about the shape, but I thought that there could be situations where this could matter (for example, using vertical angles further diffuses the fragments making it much less deadly at longer ranges. Also, it means that people who are slightly elevated can be hit at the longer ranges). Maths might come in useful for someone else, even if you don't use it, so I thought I'd give it a go.
To correctly simulate the vertical as well as horizontal element of the blast pattern, use something like:
_speed = 320; // 320 ms, the same as subsonic ammo.
_pos = [position _visualobject select 0, position _visualobject select 1, 0.1];
_minDir = (direction _visualobject) - 30;
for "_n" from 1 to 200 do
{
_shrpnl = "B_9x19_Ball" createvehicle _pos;
_hAngle = _minDir + (random 60); // +-30 degrees from straight ahead
_vAngle = random 2.4; // 0 to 2.4 degrees up from hoizontal
_velocity = [(sin _hAngle) * (cos _vAngle) * _speed, (cos _hAngle) * (cos _vAngle) * _speed, (sin _vAngle) * _speed];
_shrpnl setVectorDir _velocity;
_shrpnl setVelocity _velocity;
};
(I also removed the rounding on the "random 60", since it isn't necessary, and took out some repeated calculations to speed up the loop).
I'm not sure that you necessarily have to set the vectorDir, since I don't think ArmA really cares about it for ammo flying at "invisible" speeds (and I'm pretty sure it doesn't update this during flight for normal weapon ammo). Removing the setVectorDir could, therefore, save a little extra bandwidth and CPU, though you might want to experiment with that.
EDIT: Changed the speed of the shrapnel to that of subsonic ammo.