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ShepardRussian

Урон огнестрельного оружия

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Не нашел подходящей темы на форуме, либо без ответа, либо вопрос уходит в сторону.
Конфиг для изменения урона патрона - как обычного, так и модового. Если используете мод патрон, то обязательно смотрите родительский класс, некоторые модмейкеры делают патрон не на Bullet_Base, а на другие патроны.

Если будете использовать - в конфиге потрите комменты в cfgAmmoTypes и поставьте свой урон(здесь у всех патронов для теста стоит 10000).

class CfgPatches
{
	class BulletFix
	{
		units[]={};
		weapons[]={};
		requiredVersion=0.1;
		requiredAddons[]={"DZ_Weapons_Projectiles", "DZ_Weapons_Ammunition"};
	};
};
class CfgMods
{
	class BulletFix
	{
		dir="BulletFix";
		picture="";
		action="";
		hideName=0;
		hidePicture=1;
		name="BulletFix";
		author="me";
		credits="alsome";
		authorID="0";
		version="1.2";
		type="mod";
	};
};	
class cfgAmmoTypes
{
	class AType_Bullet_762x25 //мод патрон
	{
		name="Bullet_762x25";
	};
	class AType_Bullet_762x39
	{
		name="Bullet_762x39";
	};
	class AType_Bullet_762x54
	{
		name="Bullet_762x54";
	};
	class AType_Bullet_9x39AP
	{
		name="Bullet_9x39AP";
	};
	class AType_Bullet_9x39
	{
		name="Bullet_9x39";
	};
	class AType_Bullet_556x45
	{
		name="Bullet_556x45";
	};
	class AType_Bullet_127x55 //мод патрон
	{
		name="Bullet_127x55";
	};
};
class CfgAmmo
{
	class ShotgunCore;
	class DefaultAmmo;
	class BulletCore;
	class Bullet_Base;
	class Arrow_Bolt;
	class Arrow_Boned;
	class Bullet_380;
	class Bullet_308Win;
	class Bullet_9x19;
	class Bullet_12GaugePellets;
	class Explosion_NonLethal;
	class Bullet_127x55: Bullet_Base
	{
		scope=2;
		cartridge="FxCartridge_762";
		casing="FxCartridge_762";
		round="FxRound_308Win";
		spawnPileType="Ammo_127x55";
		hit=12;
		indirectHit=0;
		indirectHitRange=0;
		visibleFire=22;
		audibleFire=22;
		visibleFireTime=4;
		airLock=1;
		typicalSpeed=300;
		initSpeed=300;
		airFriction=-0.0012000001;
		caliber=1.3;
		deflecting=12;
		damageBarrel=300;
		damageBarrelDestroyed=300;
		weight=0.018999999;
		impactBehaviour=1;
		class DamageApplied
		{
			type="Projectile";
			dispersion=0;
			bleedThreshold=1;
			defaultDamageOverride[]=
			{
				{0.5,1}
			};
			class Health
			{
				damage=10000;
			};
			class Blood
			{
				damage=10000;
			};
			class Shock
			{
				damage=10000;
			};
		};
		class NoiseHit
		{
			strength=12;
			type="shot";
		};
	};
	class Bullet_556x45 : Bullet_Base {
		class DamageApplied
		{
			type="Projectile";
			dispersion=0;
			bleedThreshold=1;
			defaultDamageOverride[]=
			{
				{0.87,1}
			};
			class Health
			{
				damage=10000;
			};
			class Blood
			{
				damage=10000;
			};
			class Shock
			{
				damage=10000;
			};
		};
	};
	class Bullet_9x39AP : Bullet_Base {
		class DamageApplied
		{
			type="Projectile";
			dispersion=0;
			bleedThreshold=1;
			defaultDamageOverride[]=
			{
				{0.94999999,1}
			};
			class Health
			{
				damage=10000;
				armorDamage=3;
			};
			class Blood
			{
				damage=10000;
			};
			class Shock
			{
				damage=10000;
			};
		};
	};
	class Bullet_9x39 : Bullet_Base {
		class DamageApplied
		{
			type="Projectile";
			dispersion=0;
			bleedThreshold=1;
			class Health
			{
				damage=10000;
			};
			class Blood
			{
				damage=10000;
			};
			class Shock
			{
				damage=10000;
				damageOverride[]=
				{
					{0.89999998,1}
				};
			};
		};
	};
	class Bullet_762x54 : Bullet_Base {
		class DamageApplied {
			type = "Projectile";
			dispersion = 0;
			bleedThreshold = 1;
			defaultDamageOverride[]=
			{
				{0.94,1}
			};			
			class Health {
				damage = 10000;
			};
			
			class Blood {
				damage = 10000;
			};
			
			class Shock {
				damage = 10000;
				damageOverride[]=
				{
					{0.86000001,1}
				};
			};
		};
	};
	class Bullet_762x39 : Bullet_Base {
		class DamageApplied {
			type = "Projectile";
			dispersion = 0;
			bleedThreshold = 1;
			defaultDamageOverride[] = {{0.94999999, 1}};
			
			class Health {
				damage = 10000;
			};
			
			class Blood {
				damage = 10000;
			};
			
			class Shock {
				damage = 10000;
				damageOverride[]=
				{
					{0.80000001,1}
				};
			};
		};
	};
	class Bullet_762x25: Bullet_380
	{
		scope=2;
		lootCategory="Crafted";
		cartridge="FxCartridge_9mm";
		spawnPileType="Ammo_762x25";
		hit=7.5;
		indirectHit=0;
		indirectHitRange=0;
		tracerScale=1;
		muzzleFlashParticle="weapon_shot_mp5k_02_boris";
		caliber=0.80000001;
		deflecting=32;
		visibleFire=3.5;
		audibleFire=5;
		typicalSpeed=320;
		airFriction=-0.0016;
		supersonicCrackNear[]={};
		supersonicCrackFar[]={};
		initSpeed=330;
		weight=0.0060000001;
		class DamageApplied
		{
			type="Projectile";
			dispersion=0;
			bleedThreshold=1;
			class Health
			{
				damage=10000;
			};
			class Blood
			{
				damage=10000;
			};
			class Shock
			{
				damage=10000;
			};
		};
		class NoiseHit
		{
			strength=40;
			type="shot";
		};
	};
};

 

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