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Author Topic: Custom Weapons / Naval Gunfire  (Read 1410 times)

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Offline fallujahmedic

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Custom Weapons / Naval Gunfire
« on: 22 Oct 2008, 20:37:08 »


I am currently working on a MK 45 5"/62 and am trying to work around getting the correct damage values. I tried using the 120mm from the M1, but it was too wimpy for what I was working toward.

Note: posted this once before, but the power went out as I hit post  :o

 :whistle: Wow, sorry about that, dont know what I was thinking.

 I meant to ask, "does anyone have some suggestions on how to go about this?" I'm used to using the standard weapons, but have never delved into what it would take to make a weapon of this sort work. I'd appreciate any help you could provide.
« Last Edit: 22 Oct 2008, 21:46:45 by fallujahmedic »

Offline bedges

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Re: Custom Weapons / Naval Gunfire
« Reply #1 on: 22 Oct 2008, 21:33:23 »
And do you have a related question? If not this thread will be locked...

Offline fallujahmedic

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Re: Custom Weapons / Naval Gunfire
« Reply #2 on: 22 Oct 2008, 22:44:20 »
edited

Offline Gnat

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Re: Custom Weapons / Naval Gunfire
« Reply #3 on: 23 Oct 2008, 16:35:10 »
All the data is in the Weapons Config sample from BIS

When assign a weapon to an addon we do this for example
Quote
            weapons[] = {"M119" };
            magazines[] = {"30Rnd_105mmHE_M119" };

But instead, lets change it;
Quote
            weapons[] = {"FALL_M119" };
            magazines[] = {"30Rnd_105mmHE_FALL_M119" };

Now start with the new AMMO
This is standard shell in the M119 Magazine
Quote
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;
Quote
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
Quote
class CfgMagazines
{
class VehicleMagazine  // extended class
   class 30Rnd_105mmHE_M119  : VehicleMagazine {
      scope = 2;
      displayName = "$STR_DN_HE";
      ammo = "Sh_105_HE";
      count = 30;
      initSpeed = 1100;
   };
};
Make you own
Quote
class CfgMagazines
{
class VehicleMagazine  // extended class
   class 30Rnd_105mmHE_FALL_M119  : VehicleMagazine {
      scope = 2;
      displayName = "$STR_DN_HE";
      ammo = "Sh_105_HE";
      count = 30;
      initSpeed = 1100;
   };
};

Now make your new WEAPON
This was the standard M119
Quote
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)
Quote
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.

Offline bedges

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Re: Custom Weapons / Naval Gunfire
« Reply #4 on: 23 Oct 2008, 19:25:13 »
Ladies and gentlemen, a round of applause please for Gnat!  :clap:

Offline fallujahmedic

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Re: Custom Weapons / Naval Gunfire
« Reply #5 on: 24 Oct 2008, 15:49:35 »
 :clap: :clap: :clap:

Thank you very much!!

Offline Gnat

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Re: Custom Weapons / Naval Gunfire
« Reply #6 on: 24 Oct 2008, 16:17:19 »
No problem.

Just a clarification to make things easier.
When you extend / copy an existing class (ammo, weapon or anything really), you don't have to re-define all the lines again.
You can simply just define the lines that you want to be different.

Example of the WEAPON, if you are only changing a few lines of the original M119, you could simply define your weapon like this;
Quote
class cfgWeapons  {
class M119;  // extended class
   class FALL_M119  : M119 {
      displayName = "MY GUN";
      magazines[] = {"30Rnd_105mmHE_FALL_M119" };
      maxRangeProbab = 0.400000;
      reloadTime = 5;
      magazineReloadTime = 1;
   };
};

Quicker and shorter and easier to see the changes.