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https://w.atwiki.jp/patapon4/pages/14.html
aaa - 名無しさん 2011-05-14 16 28 05 aaaaa - 名無しさん 2011-05-14 16 28 16 aaaaa - 名無しさん 2011-05-14 16 28 19 aa - 名無しさん 2011-05-14 16 28 21
https://w.atwiki.jp/patapon4/pages/13.html
名称 攻撃力 攻撃速度 体力 防御力 発生率 抵抗率 備考 Crit KB よろ 着火 眠り 氷結 毒 Crit KB よろ 着火 眠り 氷結 毒 剣 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 初期装備 こおる剣 345~876 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 氷結属性 もえる剣 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 炎属性 雷の剣 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 雷属性 ねむる剣 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 聖剣フランギル 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 竜剣ドリグレア 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70 護剣フェンダス 1~10 100% - - 5 - 10 - - 20 - 10 20 30 40 50 60 70
https://w.atwiki.jp/kakis/pages/4785.html
watapat /// / マーケティング部 wata\pat \ 16 palsaa klel \
https://w.atwiki.jp/anpanmanex/pages/46.html
6.20TN-A(HEN) 保存庫より •6-20-tn-hen-total-noob_1293145219.zip •hbl-r109-patapon2-wololo.zip •Patapon 2 Savedata (Revision 107+).rar をダウンロードしておいて☆ミ ※パタポンない人はパタポン2体験版もダウンロードしておいてね☆ミ ※6-20-tn-hen-total-noob_1293145219.zip = 6.20TN-A(HEN) hbl-r109-patapon2-wololo.zip = HBL Patapon 2 Savedata (Revision 107+).rar = PATAPON2 SaveData パタポンのデータ = Patapon 2 demo(UCUS98734) 1・PSP→SAVEDATAフォルダにPATAPON2 SaveDataをコピー。 PSP→GAMEフォルダにPatapon 2 demo(UCUS98734)をコピー。 2・HBL をダウンロード後、解凍しhblフォルダとh.bin をメモステのルートディレクトリにコピー。 ※以前の(libsリネームなど)リネーム作業はすべて不要になっています。 3・起動したい自作アプリをPSP→GAMEフォルダへコピー。 起動率を重視したい場合は1アプリに絞り、menu.bin を削除。(メニューがなくなります) hblフォルダ内に新たにGAMEフォルダを作成し、その中にEBOOT.PBPを置きます。 4・6.20TN-A(HEN) をダウンロード後、解凍します。 5・解凍後出てきたHENフォルダをメモステのPSP→GAMEフォルダにコピー。 6・XMBより Patapon 2 demo を起動します。 7・タイトルが出たらCONTINUE を選択してセーブデータをロード。 8・この画 面でRボタンを1回だけ押します。 9・HBLメニューが起動し表示GAMEフォルダ内が参照されます。「HEN」を起動してインストール。 10・6.20TN-A(HEN)、導入成功!! 祝!ISO の起動できるようになりました! =待望のMHP3rdが3000で出来るようになった\(^o^)/ →Prometheus ISO Loader あまえびさんより引用 名前 コメント
https://w.atwiki.jp/patapon/pages/18.html
ステータス SQUAD STATUS 部隊の能力値 UNIT STATUS ユニット能力 Reborn 力尽きた回数 Reborn 力尽きた回数 Mission 参加ミッション数 Mission 参加ミッション数 HP Ave. 平均体力 HP 体力 Damage Ave. 平均攻撃力 Damage 攻撃力 Speed Ave. 平均攻撃速度 Speed 攻撃速度 Armor Inf. Ave. たて/でかに対する平均防御率 Armor Inf. たて/でかに対する防御率 Armor Arw. Ave. ゆみに対する平均防御率 Armor Arw. ゆみに対する防御率 Armor Jvr. Ave. やりに対する平均防御率 Armor Jvr. やりに対する防御率 Armor Lus. Ave. きばに対する平均防御率 Armor Lus. きばに対する防御率 Crit Ave. 平均クリティカル率 Crit Chance クリティカル率 KB Ave. 平均ノックバック率 KB Chance ノックバック率 Cnc Ave. 平均よろめかせ率 Cnc Chance よろめかせ率 Resist vs Crit. 平均クリティカル抵抗率 Resist vs Crit. クリティカル抵抗率 Resist vs KB. 平均ノックバック抵抗率 Resist vs KB. ノックバック抵抗率 Resist vs Cnc. 平均よろめかせ抵抗率 Resist vs Cnc. よろめかせ抵抗率 パタポンの種類 はたポン 軍の中心で音頭をとる。 軍が残っていても、はたポンがやられたらミッション失敗となってしまう。 HPが低いので相手の大技には注意 やりポン パタポンの中で一番安定した存在。 フィーバー状態なら、なかなかの槍を出すので 一番扱いやすいといってもいいだろう。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 100 10-15 2.00 0 40 20 0 30 50 0 0 30 0 ピョコラ 100 13-18 2.00 0 40 20 0 30 50 30 0 30 0 ゲコロス 100 15-20 1.60 0 26 20 0 40 50 0 20 30 20 モフール 200 10-15 2.00 20 70 60 20 30 50 0 0 30 0 チックリ 150 10-15 1.00 0 40 20 0 110 50 0 0 30 0 モギュン 200 40-65 2.60 10 46 28 10 50 100 50 20 50 20 バーサラ 250 20-30 1.60 0 40 20 0 80 50 0 0 30 0 たてポン パタポンの中で防御力が一番高い存在。 フィーバー状態の、守れは100くらいのダメージを10前後にすることができる。 また他のパタポンたちの防御力も上げる。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 180 5-15 2.00 40 0 0 40 0 10 40 20 20 20 ピョコラ 180 8-18 2.00 40 0 0 40 0 10 70 20 20 20 ゲコロス 180 10-20 1.60 40 0 0 40 10 10 40 40 20 40 モフール 280 5-15 2.00 52 50 50 52 0 10 40 20 20 20 チックリ 230 5-15 1.00 40 0 0 40 80 10 40 20 20 20 モギュン 280 35-65 2.60 46 10 10 46 20 60 90 40 40 40 バーサラ 330 15-30 1.60 40 0 0 40 50 10 40 20 20 20 ゆみポン 一番攻撃範囲が広いパタポン。 画面端から画面端まで届くといってもいいだろう。 風によって矢の軌道が大幅に変化する。 火にも弱くHPが低いので、たてポンかでかポンと組んだほうがいいだろう。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 100 3-6 2.00 0 20 20 0 10 0 0 0 0 0 ピョコラ 100 6-9 2.00 0 20 20 0 10 0 30 0 0 0 ゲコロス 100 8-11 1.60 0 0 20 0 20 0 0 20 0 20 モフール 200 3-6 2.00 20 60 60 20 10 0 0 0 0 0 チックリ 150 3-6 1.00 0 20 20 0 90 0 0 0 0 0 モギュン 200 33-56 2.60 10 28 28 10 30 50 50 20 20 20 バーサラ 250 13-21 1.60 0 20 20 0 60 0 0 0 0 0 きばポン 移動速度は一番速い存在。攻撃力は強く 範囲も、ゆみポンよりは小さいが十分活躍できる。 一回の突撃で最大3ヒット。 ため攻撃は攻撃後戻らないが、次の行動でほぼ確実に3ヒット攻撃ができるメリットがある。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 150 8-10 2.00 20 0 0 20 10 20 20 10 10 10 ピョコラ 150 11-13 2.00 20 0 0 20 10 20 50 10 10 10 ゲコロス 150 13-15 1.60 20 0 0 20 20 20 20 30 10 30 モフール 250 8-10 2.00 36 50 50 36 10 20 20 10 10 10 チックリ 200 8-10 1.00 20 0 0 20 90 20 20 10 10 10 モギュン 250 38-60 2.60 28 10 10 28 30 70 70 30 30 30 バーサラ 300 18-25 1.60 20 0 0 20 60 20 20 10 10 10 でかポン 体力と攻撃力は高い。防御力No2。 が、移動速度が低いので、キャップ消滅技には注意。 ためた後の行動が少し特殊。 ため攻撃はその場からほぼ動かず地面を殴り地震を起こす。 ため防御はその場で武器を振り回して複数ヒット。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 300 15-20 2.00 0 0 0 0 0 50 50 0 30 30 ピョコラ 330 20-25 2.00 0 0 0 0 0 50 100 0 30 30 ゲコロス 350 23-28 1.60 0 0 0 0 20 50 50 30 30 60 モフール 500 15-20 2.00 20 50 50 20 0 50 50 0 30 30 チックリ 400 15-20 1.00 0 0 0 0 60 50 50 0 30 30 モギュン 500 15-100 2.60 10 10 10 10 10 130 130 20 50 50 バーサラ 600 35-50 1.60 0 0 0 0 60 50 50 0 30 30 めがポン ほかのパタポンの配置で位置が変わる特殊なパタポン。 ためた後の攻撃力は半端ではない。ためなくても強い。 ため防御で音玉?を地面にぶっ刺して攻撃。判定一つに付き一回のみ当たる。 ゆみポンよりも命中率が高い。 最大の弱点は、生むときのコストである。 HP Damage Speed Armor Inf. Armor Arw. Armor Jvr. Armor Lus. Crit Chance KB Chance Cnc Chance Resist vs Crit. Resist vs KB. Resist vs Cnc. ノーマル 220 1-1 2.00 0 50 0 0 0 0 0 0 0 0 ピョコラ 220 4-4 2.00 0 50 0 0 0 0 30 0 0 0 ゲコロス 220 6-6 1.60 0 0 0 0 10 0 0 20 0 20 モフール 320 1-1 2.00 20 75 50 20 0 0 0 0 0 0 チックリ 270 1-1 1.00 0 50 0 0 80 0 0 0 0 0 モギュン 320 31-51 2.60 10 55 10 10 20 50 50 20 20 20 バーサラ 370 11-16 1.60 0 50 0 0 50 0 0 0 0 0
https://w.atwiki.jp/arma3editor/pages/8.html
Arma 3 Weapon Config Guidelines Arma 3 Weapon Config Guidelines Contents 1 Intro 2 Additional functionality compared to A2/OA 3 Model requirements {p3d} 4 Model config changes {model.cfg} 5 New config parameters {config.cpp} 5.1 Slotable weapons 5.1.1 Muzzle accessories 5.1.2 Optics 5.1.3 Side Accessory 5.2 Custom reload animations 5.3 Underwater weapons 5.4 Ammo changes on fly and on hit 5.5 Explosion shielding 6 Reference Intro 101 - How to set up a weapon for Arma 3 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License Additional functionality compared to A2/OA Slotable weapon accessories Custom reload animations Adjustable sights Underwater weapons Ammo changes on fly and on hit Rotating muzzle-flash Explosion shielding Model requirements {p3d} proxies for slotable accessories muzzle accessory should be on proxy \A3\data_f\proxies\weapon_slots\MUZZLE optics should be on proxy \A3\data_f\proxies\weapon_slots\TOP side accessory should be on proxy \A3\data_f\proxies\weapon_slots\SIDE all these proxies could be redefined in cfgWeapons Weapon WeaponSlotsInfo XXX linkProxy parameter where XXX is the slot name selections for folding iron sights You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon Front part should be named ForeSight with ForeSight_axis in memory lod Rear part should be named BackSight with BackSight_axis in memory lod adjustable sights for grenade launchers there needs to be a selection that is going to rotate (in case of collimator sights), default naming is OP this selection needs to have an axis in memory lod, default naming is OP_axis there needs to be a focus point, the best place is the red dot of collimator, with memory point OP_look by default and several points for eye, usually OP_eyeX where X is the number of the point. Good practice is to place them in same distance form focus point Model config changes {model.cfg} custom reload animation have a good use of newly added parameter unHideValue for hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine {model.cfg} class magazine_hide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.220; unhideValue = 0.550; }; the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back {model.cfg} class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; foldable iron sights use hasOptics controller {model.cfg} class BackSight_optic { type = "rotation"; source = "hasOptics"; selection = "BackSight"; axis = "BackSight_axis"; memory = 1; minValue = 0.0000000; maxValue = 1.0000000; angle0 = 0.000000; angle1 = (rad 90); }; new animation controllers zeroing and zeroing2 take values from discreteDistance[] of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation {model.cfg} class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; // this weapon has array with 4 distances angle0="rad 0"; angle1="rad 65"; }; rotating muzzle flashes are done using a new animation source ammoRandom which changes it s value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination. {model.cfg} class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; New config parameters {config.cpp} Slotable weapons Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes in class WeaponSlotsInfo which contains the slots and parameters for inventory Mass is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack each weapon slot is a separate subclass in class WeaponSlotsInfo parameter linkProxy defines a proxy in weapon model for said slot (see standard names on top) parameter displayName describes a mouse-over name of slot in Inventory array compatibleItems[] lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber. external classes CowsSlot and PointerSlot are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once. class SlotInfo; class CowsSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight"}; }; class PointerSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = {"acc_flashlight","acc_pointer_IR"}; }; class cfgWeapons { class myWeapon { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; // display name displayName = "Muzzle Slot"; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot CowsSlot {}; class PointerSlot PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; }; Muzzle accessories suppressors are configured as a weapon inheriting some item abilities from class ItemCore the class itself consists only from scope, displayName, picture and model, there is a separate subclass ItemInfo with all the required parameters there is subclass MagazineCoef inside class ItemInfo with parameter initSpeed - this is just a multiplier of initSpeed of weapon s magazine subclass AmmoCoef of class ItemInfo has more parameters for the ammo shoot through the suppressor hit is the coefficient of hit of original ammo visibleFire, audibleFire, visibleFireTime and audibleFireTime are coefficients for detection upon shooting the weapon higher cost coefficient should make AI think more about shooting the suppressed weapon typicalSpeed and airFriction coefficients change the ballistic characteristics of the ammo there are alternate muzzleEnd and alternativeFire directly inside class ItemInfo to have different muzzle effects origin and muzzle flashes you may set up modes[] and specific fire modes for the suppressed weapon directly in class ItemInfo class Mode_SemiAuto; class cfgWeapons { class ItemCore; class InventoryMuzzleItem_Base_F; class myMuzzleAccessory { scope = 2; displayName="My Muzzle Accessory"; picture="\A3\weapons_F\Data\UI\myMuzzleAccessory_CA.paa"; model = "\A3\weapons_f\acc\myMuzzleAccessory"; class ItemInfo InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit=0.8; visibleFire=0.3; audibleFire=0.8; visibleFireTime=0.5; audibleFireTime=1.0; cost = 1.0; typicalSpeed= 0.8; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; // memory point in muzzle supressor s model alternativeFire = "Zasleh2"; // class in cfgWeapons with model of muzzle flash modes[] = {"Single"}; class Single Mode_SemiAuto { begin1[]={"A3\sounds_f\weapons\silenced\silent-25.wav", db0, 1,600}; begin2[]={"A3\sounds_f\weapons\silenced\silent-26.wav", db0, 1,600}; soundBegin[]={begin1,0.5, begin2,0.5}; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2.wav", db0, 1,300}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3.wav", db0, 1,300}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = "DefaultRifle"; }; }; }; }; Optics in addition to default parameters mentioned in muzzle accessories class, there is weaponInfoType to choose a correct resource for weapon info directly inside optic class there is the same ItemInfo subclass but with different parameters don t forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points parameter opticType is used for balancing the optics for specific fire modes (should be further described by balancing crew) modelOptics is the 2D model for selected optics subclass OpticsModes works the same way it used to work in A2/OA class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class myOpticsAccessory { scope = 2; displayName="My Optics Accessory"; picture="\A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa"; model = "\A3\weapons_f\acc\myOpticsAccessory"; weaponInfoType = "RscOptics_myOptics"; class ItemInfo InventoryOpticsItem_Base_F { mass = 7; modelOptics="\A3\Weapons_f\acc\reticle_MyOptics_F"; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[]={"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[] = {"\A3\Weapons_f\acc\reticle_MyOptics_F", "\A3\Weapons_f\acc\reticle_MyOptics_z_F"}; memoryPointCamera = "opticView"; visionMode[] = {"Normal","NVG"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class IronOnTopOfMyOptics MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = "eye"; visionMode[] = {}; discretefov[] = {}; }; }; }; }; }; Side Accessory the class of side accessory is made the same way as for muzzle accessory subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA class cfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class mySidesAccessory { scope = 2; displayName="My Sides Accessory"; picture="\A3\weapons_F\Data\UI\mySidesAccessory_CA.paa"; model = "\A3\weapons_f\acc\mySidesAccessory"; class ItemInfo InventoryFlashLightItem_Base_F { mass = 9; class Pointer { irLaserPos="laser pos"; irLaserEnd="laser dir"; }; class FlashLight{}; }; }; }; Custom reload animations parameter reloadAction is now for both a magazine and the weapon. if it is not defined for any of them, default reload is played. if the parameter is defined for the weapon but isn t defined for a magazine, reloadAction for weapon is played upon reloading said weapon if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs) the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle) class CfgMovesBasic { class DefaultDie; class ManActions { reloadMyWeapon = "reloadMyWeapon"; }; }; class CfgGesturesMale { class Default; class States { class reloadMyWeapon Default { file="\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm"; looped=0; speed=0.400000; mask="handsWeapon"; headBobStrength=0.200000; headBobMode=2; rightHandIKBeg=1; rightHandIKEnd=1; leftHandIKCurve[]={0,1,0.050000,0,0.950000,0,1,1}; }; }; }; class cfgWeapons { class myWeapon { reloadAction = "reloadMyWeapon"; }; }; Underwater weapons weapons with canShootInWater set to 1 are able to shoot under water parameter soundBeginWater[] has the same use as soundBegin[] and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode class Mode_SemiAuto; class cfgWeapons { class myWeapon { modes[] = {"Single"}; // this example weapon has just one fire mode canShootInWater = 1; // allows to shoot under water class Single Mode_SemiAuto { begin1[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_1b.wav", db5, 1,900}; begin2[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_2b.wav", db5, 1,900}; begin3[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_3b.wav", db5, 1,900}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; // all three sounds have roughly the same probablity beginwater1[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_1b.wav", db0, 1,200}; beginwater2[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_2b.wav", db5, 1,200}; beginwater3[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_3b.wav", db5, 1,200}; soundBeginWater[]={beginwater1,0.33, beginwater2,0.33, beginwater3,0.34}; // all three sounds have roughly the same probablity }; }; }; underwater ammo has some different characteristics waterFriction is underwater equivalent of airFriction and supercavitating ammunition has this close to zero. Standard ammo doesn t have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water) timeToLive for underwater ammo is rather low to let it be harmless after some 40 meters the fancy bubble effect is done by having effectFly set to AmmoUnderwater, you ll try to modify it to work even on ground and we all know it class cfgAmmo { class BulletBase; class myAmmo BulletBase // For myWeapon { waterFriction = -0.00096; // nearly direct line underwater timeToLive = 0.12; // that s enough for 45 meters underwater effectFly = "AmmoUnderwater"; }; }; Ammo changes on fly and on hit there are two new simulations of ammo available mainly for artillery, but usable for many other means simulation shotSubmunition allows to deploy multiple ammo from the parent one upon meeting certain conditions parameter submunitionAmmo defines class of newly created ammo and this could be used multiple times you could set the inherited ammo and it would spread in cone according to submunitionConeAngle (and it is in degrees) submunitionConeType[] describes pattern of ammo in detail, first part is a distribution function ("random", "randomcenter", "poissondisc", "poissondisccenter", "custom"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations submunitionConeType[] = {"random", 10}; submunitionConeType[] = {"randomcenter", 10}; submunitionConeType[] = {"poissondisc", 10}; submunitionConeType[] = {"poissondisccenter", 10}; submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} }; parameter triggerDistance is used to deploy ammo in set 3D distance before expected target parameter triggerTime is used to deploy ammo in set time after being fired parameter triggerSpeedCoef is a coefficient of speed of inherited ammo relative to speed of parent ammo for Artillery computer use array aimAboveTarget[] and aimAboveDefault as a index of the array to set different heights to change the ammo to something different (eg. flare) class cfgAmmo { class SubmunitionBase; class MyAmmo SubmunitionBase { submunitionAmmo = "MySubmunitionAmmo"; submunitionConeType[] = {"poissondisc", 10}; submunitionConeAngle = 10; triggerDistance = 100; }; }; simulation shotDeploy is used to change ammo upon impact (eg. change to a mine) it uses the same submunitionAmmo parameter as described above class cfgAmmo { class ShotDeployBase; class Mo_ClassicMineRange ShotDeployBase { submunitionAmmo = "APERSMine_Range_Ammo"; // some random mine deployable by a mortar airFriction = 0; // artillery ammo works better without friction EffectFly = "ArtilleryTrails"; // some funky effect of smoke trails and stuff }; }; Explosion shielding class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter called explosionShielding this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit class cfgVehicles { class myVehicle { class HitPoints { class HitLFWheel {armor=0.12; explosionShielding = 0.8;}; }; }; }; Reference You may want to see Arma 2 Weapon to Arma 3 for correct icons and other stuff. This page is discussed on the BI forums
https://w.atwiki.jp/roguecompany_jp/pages/50.html
名称 D3D-i カテゴリ MR 胴体ダメージ 36 発射レート 3.23 射程 34 ハンドリング 41- 50(T3) マガジンサイズ 12- 16(T1) リロード時間 1.8 備考 T2で腰だめ撃ちの精度が上昇レティクルの拡散が軽減T3で射撃音が抑制されリコイルが緩和
https://w.atwiki.jp/patapon/pages/32.html
・○からの繋がり 攻撃(○○□○)逃げろ(○□○□)溜めろ(○○△△) ○(攻撃モーションを確認)⇒逃げろか溜めろへ ○○(攻撃モーション)⇒△△に繋げて距離をとる。あるいはため防御への布石 ・逃げろキャンセル ファイアブレスなどの持続する攻撃や、確実に攻撃を避けたい場合に役に立つ。 相手の攻撃を回避する為に使う「逃げろ」。ただ、難点が一つ。 戻ってくる時も駆け足で戻ってきてしまうことである。 そのため戻ってくるタイミングが早すぎて攻撃に当たってしまう時が多々ある。 そんな時に役立つのがこのテクニック。 やり方は簡単。逃げろの最中にキャンセルをするのである。 そうすると戻ってくる時に歩くので相手の攻撃を回避しやすい。 目安としては守りたいパタポンが飛び込みをした時にキャンセルするといい。 それでも攻撃を喰らいそうなら連続で逃げろをすればかなりの精度で攻撃を回避してくれる。 ただ、問題として逃げる前になぜか前方に少し走る、次のリズムが一拍ずれることがある。 後者の対処法としては入力を一拍遅くすればよい。 ※原因として、キャンセルしてからの入力が速すぎるとなる? 安全そうなら、攻撃後の隙を突くためにそのまま溜めろを指示しておくと良い。 ちなみにこれを連続でやるとはたポンは移動制限が無いので遠くまで下がり戻ってくるのに時間がかかる。 何かに使えるかは不明。 貫通に関するバグ 神槍や神弓には説明文で着火と貫通効果があると書いてあるが、着火のみで貫通効果が実際には発動していない 同じくバーサラにも素で着火効果がある。この場合も貫通する武器を装着しても貫通が発動しない が、神様のシチューの場合は両立可能な模様 余談だが、巨槍バレットの説明文に「あらゆるものを貫通して地面に突き刺さる」とあるがこれも貫通しない。説明文詐欺である おすすめ編成 ・主にボスマラソン メイン めが バーサラ×3 神笛 タイコ シュクル やり モギュン×6 神槍 タイコの槍 ドカクネルの牙×4(巨槍を使う場合はバーサラへ) ゆみ ノーマルorバーサラ×1 巨弓(+神冠) モギュン×5 タイコ つらぬき×4 サブ たて きば モギュン×3 神セット タイコセット 巨鉾or炎+バイコーン でか バーサラ めがの利点 1.初期が貫通攻撃 2.体力、攻撃力が高い 3.攻撃時キャンセルしても通常なら音玉を3個吐いてくれる。 3についてちょっと補足 通常時はそのまま切っても問題ないけど、フィーバー時は切るタイミング調整することで 緑を3個吐かせることが可能。 でかのモギュンは移動速度が遅すぎるので止めた方が良い。 攻撃速度 フィーバー時で大雑把に ・ゆみ 7.60 攻撃⇒休み⇒攻撃⇒休み 3.00 毎回攻撃 2.60 毎回攻撃 ・やり 1.06 毎回2回攻撃 0.52 毎回2回攻撃 位置が良ければ3回攻撃 ・めが 2.60 毎回攻撃 稀に2回攻撃 1.60 毎回攻撃 位置が良ければ2回攻撃 0.80 毎回2回攻撃 0.52 毎回2回攻撃 0.30 毎回2回攻撃 ゴーン討伐 部隊と装備を充実させておけば、ゴーン再びでゴーンを討伐可能 https //www.youtube.com/watch?v=LlGJbFVpGxo
https://w.atwiki.jp/arma3editor/pages/9.html
Arma 3 Weapon Config Guidelines Arma3 武器コンフィグガイドライン Arma 3 Weapon Config Guidelines Contents 1 Intro ○初めに 2 Additional functionality compared to A2/OA ○追加機能(A2OAとの違い) 3 Model requirements {p3d} ○ p3d形式の model の条件 4 Model config changes {model.cfg} ○ model.cfgの変更点 5 New config parameters {config.cpp} ○ config.cppの新しいパラメータ 5.1 Slotable weapons ○武器のスロット 5.1.1 Muzzle accessories ○銃口部分のアタッチメント 5.1.2 Optics ○光学アイテム 5.1.3 Side Accessory ○武器アクセサリアタッチメント 5.2 Custom reload animations ○リロード時の動きの設定 5.3 Underwater weapons ○水中武器 5.4 Ammo changes on fly and on hit ○発射された弾、着弾した弾の変更 5.5 Explosion shielding ○爆発の保護 6 Reference ○参照 Intro 101 - How to set up a weapon for Arma 3 Arma3での武器の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA Arma3で追加された機能 Slotable weapon accessories ○武器にスロットが追加されました。 Custom reload animations ○リロード時の動きをカスタム(武器ごとに固有の動きを与えるという意味かと) Adjustable sights ○照準を調整できます。(ACEでの機能とは別物) Underwater weapons ○水中武器の設定 Ammo changes on fly and on hit ○ Rotating muzzle-flash ○マズルフラッシュ Explosion shielding Model requirements {p3d} p3dモデルに関する必須項目 proxies for slotable accessories ○ スロットできるアクセサリの格納場所 muzzle accessory should be on proxy\A3\data_f\proxies\weapon_slots\MUZZLE ○銃口部分のアタッチメント(サイレンサー) optics should be on proxy\A3\data_f\proxies\weapon_slots\TOP ○光学アイテム(スコープ) side accessory should be on proxy\A3\data_f\proxies\weapon_slots\SIDE ○武器のアクセサリアタッチメント(ライト) all these proxies could be redefined incfgWeapons Weapon WeaponSlotsInfo XXX linkProxyparameter where XXX is the slot name ○すべてのアイテムはXXX(スロットの名前)で定義されます。 selections for folding iron sights ○アイアンサイトを(折畳)倒すかどうか選べます。 You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon ○もし折畳式アイアンサイトを武器につけたい場合、アイアンサイトの中心を定義する必要があります。 Front part should be namedForeSightwithForeSight_axisin memory lod ○フロントサイトの名前は定義は↑ ↑ ※axis は 中心って意味 Rear part should be namedBackSightwithBackSight_axisin memory lod ○リアサイトの名前定義は ↑です ※axis は 中心って意味 adjustable sights for grenade launchers ○グレネードランチャー用の調整可能な照準器 there needs to be a selection that is going to rotate (in case of collimator sights), default naming isOP this selection needs to have an axis in memory lod, default naming isOP_axis there needs to be a focus point, the best place is the red dot of collimator, with memory pointOP_lookby default and several points for eye, usuallyOP_eyeXwhere X is the number of the point. Good practice is to place them in same distance form focus point Model config changes {model.cfg} custom reload animation have a good use of newly added parameterunHideValuefor hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine {model.cfg} class magazine_hide { type = hide ; source = reloadMagazine ; selection = magazine ; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.220; unhideValue = 0.550; }; the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back {model.cfg} class magazine_reload_move_1 { type = translation ; source = reloadMagazine ; selection = magazine ; axis = magazine_axis ; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; foldable iron sights usehasOpticscontroller {model.cfg} class BackSight_optic { type = rotation ; source = hasOptics ; selection = BackSight ; axis = BackSight_axis ; memory = 1; minValue = 0.0000000; maxValue = 1.0000000; angle0 = 0.000000; angle1 = (rad 90); }; new animation controllerszeroingandzeroing2take values fromdiscreteDistance[]of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation {model.cfg} class OP_ROT { type= rotation ; source= zeroing2 ; // use second muzzle zeroing for rotation sourceAddress= loop ; // loop when phase out of bounds selection= OP ; // selection we want to rotate axis= OP_axis ; // has its own axis minValue=0; maxValue=3; // this weapon has array with 4 distances angle0= rad 0 ; angle1= rad 65 ; }; rotating muzzle flashes are done using a new animation sourceammoRandomwhich changes it s value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination. {model.cfg} class MuzzleFlashROT { type= rotationX ; source= ammoRandom ; //use ammo count as phase for animation sourceAddress= loop ; //loop when phase out of bounds selection= zasleh ; //selection we want to rotate axis= ; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0= rad 0 ; angle1= rad 360 ; }; New config parameters {config.cpp} Slotable weapons Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes inclass WeaponSlotsInfowhich contains the slots and parameters for inventory Massis a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack each weapon slot is a separate subclass in class WeaponSlotsInfo parameterlinkProxydefines a proxy in weapon model for said slot (see standard names on top) parameterdisplayNamedescribes a mouse-over name of slot in Inventory arraycompatibleItems[]lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber. external classesCowsSlotandPointerSlotare used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once. class SlotInfo; class CowsSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\TOP ; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = { optic_Arco , optic_aco , optic_ACO_grn , optic_hamr , optic_Holosight }; }; class PointerSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\SIDE ; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = { acc_flashlight , acc_pointer_IR }; }; class cfgWeapons { class myWeapon { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\MUZZLE ; // display name displayName = Muzzle Slot ; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot CowsSlot {}; class PointerSlot PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; }; Muzzle accessories suppressors are configured as a weapon inheriting some item abilities from classItemCore the class itself consists only from scope, displayName, picture and model, there is a separate subclassItemInfowith all the required parameters there is subclassMagazineCoefinside class ItemInfo with parameterinitSpeed- this is just a multiplier of initSpeed of weapon s magazine subclassAmmoCoefof class ItemInfo has more parameters for the ammo shoot through the suppressor hitis the coefficient of hit of original ammo visibleFire,audibleFire,visibleFireTimeandaudibleFireTimeare coefficients for detection upon shooting the weapon highercostcoefficient should make AI think more about shooting the suppressed weapon typicalSpeedandairFrictioncoefficients change the ballistic characteristics of the ammo there are alternatemuzzleEndandalternativeFiredirectly inside class ItemInfo to have different muzzle effects origin and muzzle flashes you may set upmodes[]and specific fire modes for the suppressed weapon directly in class ItemInfo class Mode_SemiAuto; class cfgWeapons { class ItemCore; class InventoryMuzzleItem_Base_F; class myMuzzleAccessory { scope = 2; displayName= My Muzzle Accessory ; picture= \A3\weapons_F\Data\UI\myMuzzleAccessory_CA.paa ; model = \A3\weapons_f\acc\myMuzzleAccessory ; class ItemInfo InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit=0.8; visibleFire=0.3; audibleFire=0.8; visibleFireTime=0.5; audibleFireTime=1.0; cost = 1.0; typicalSpeed= 0.8; airFriction = 1.0; }; muzzleEnd = zaslehPoint ; // memory point in muzzle supressor s model alternativeFire = Zasleh2 ; // class in cfgWeapons with model of muzzle flash modes[] = { Single }; class Single Mode_SemiAuto { begin1[]={ A3\sounds_f\weapons\silenced\silent-25.wav , db0, 1,600}; begin2[]={ A3\sounds_f\weapons\silenced\silent-26.wav , db0, 1,600}; soundBegin[]={begin1,0.5, begin2,0.5}; closure1[]={ A3\sounds_f\weapons\closure\closure_rifle_2.wav , db0, 1,300}; closure2[]={ A3\sounds_f\weapons\closure\closure_rifle_3.wav , db0, 1,300}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = DefaultRifle ; }; }; }; }; Optics in addition to default parameters mentioned in muzzle accessories class, there isweaponInfoTypeto choose a correct resource for weapon info directly inside optic class there is the same ItemInfo subclass but with different parameters don t forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points parameteropticTypeis used for balancing the optics for specific fire modes (should be further described by balancing crew) modelOpticsis the 2D model for selected optics subclassOpticsModesworks the same way it used to work in A2/OA class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class myOpticsAccessory { scope = 2; displayName= My Optics Accessory ; picture= \A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa ; model = \A3\weapons_f\acc\myOpticsAccessory ; weaponInfoType = RscOptics_myOptics ; class ItemInfo InventoryOpticsItem_Base_F { mass = 7; modelOptics= \A3\Weapons_f\acc\reticle_MyOptics_F ; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[]={ OpticsCHAbera1 , OpticsBlur1 }; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[] = { \A3\Weapons_f\acc\reticle_MyOptics_F , \A3\Weapons_f\acc\reticle_MyOptics_z_F }; memoryPointCamera = opticView ; visionMode[] = { Normal , NVG }; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ; }; class IronOnTopOfMyOptics MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = eye ; visionMode[] = {}; discretefov[] = {}; }; }; }; }; }; Side Accessory the class of side accessory is made the same way as for muzzle accessory subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA class cfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class mySidesAccessory { scope = 2; displayName= My Sides Accessory ; picture= \A3\weapons_F\Data\UI\mySidesAccessory_CA.paa ; model = \A3\weapons_f\acc\mySidesAccessory ; class ItemInfo InventoryFlashLightItem_Base_F { mass = 9; class Pointer { irLaserPos= laser pos ; irLaserEnd= laser dir ; }; class FlashLight{}; }; }; }; Custom reload animations parameterreloadActionis now for both a magazine and the weapon. if it is not defined for any of them, default reload is played. if the parameter is defined for the weapon but isn t defined for a magazine, reloadAction for weapon is played upon reloading said weapon if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs) the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle) class CfgMovesBasic { class DefaultDie; class ManActions { reloadMyWeapon = reloadMyWeapon ; }; }; class CfgGesturesMale { class Default; class States { class reloadMyWeapon Default { file= \A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm ; looped=0; speed=0.400000; mask= handsWeapon ; headBobStrength=0.200000; headBobMode=2; rightHandIKBeg=1; rightHandIKEnd=1; leftHandIKCurve[]={0,1,0.050000,0,0.950000,0,1,1}; }; }; }; class cfgWeapons { class myWeapon { reloadAction = reloadMyWeapon ; }; }; Underwater weapons weapons withcanShootInWaterset to 1 are able to shoot under water parametersoundBeginWater[]has the same use assoundBegin[]and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode class Mode_SemiAuto; class cfgWeapons { class myWeapon { modes[] = { Single }; // this example weapon has just one fire mode canShootInWater = 1; // allows to shoot under water class Single Mode_SemiAuto { begin1[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_1b.wav , db5, 1,900}; begin2[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_2b.wav , db5, 1,900}; begin3[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_3b.wav , db5, 1,900}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; // all three sounds have roughly the same probablity beginwater1[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_1b.wav , db0, 1,200}; beginwater2[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_2b.wav , db5, 1,200}; beginwater3[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_3b.wav , db5, 1,200}; soundBeginWater[]={beginwater1,0.33, beginwater2,0.33, beginwater3,0.34}; // all three sounds have roughly the same probablity }; }; }; underwater ammo has some different characteristics waterFrictionis underwater equivalent ofairFrictionand supercavitating ammunition has this close to zero. Standard ammo doesn t have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water) timeToLivefor underwater ammo is rather low to let it be harmless after some 40 meters the fancy bubble effect is done by havingeffectFlyset toAmmoUnderwater, you ll try to modify it to work even on ground and we all know it class cfgAmmo { class BulletBase; class myAmmo BulletBase // For myWeapon { waterFriction = -0.00096; // nearly direct line underwater timeToLive = 0.12; // that s enough for 45 meters underwater effectFly = AmmoUnderwater ; }; }; Ammo changes on fly and on hit there are two new simulations of ammo available mainly for artillery, but usable for many other means simulationshotSubmunitionallows to deploy multiple ammo from the parent one upon meeting certain conditions parametersubmunitionAmmodefines class of newly created ammo and this could be used multiple times you could set the inherited ammo and it would spread in cone according tosubmunitionConeAngle(and it is in degrees) submunitionConeType[]describes pattern of ammo in detail, first part is a distribution function ( random , randomcenter , poissondisc , poissondisccenter , custom ), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations submunitionConeType[] = { random , 10}; submunitionConeType[] = { randomcenter , 10}; submunitionConeType[] = { poissondisc , 10}; submunitionConeType[] = { poissondisccenter , 10}; submunitionConeType[] = { custom , {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} }; parametertriggerDistanceis used to deploy ammo in set 3D distance before expected target parametertriggerTimeis used to deploy ammo in set time after being fired parametertriggerSpeedCoefis a coefficient of speed of inherited ammo relative to speed of parent ammo for Artillery computer use arrayaimAboveTarget[]andaimAboveDefaultas a index of the array to set different heights to change the ammo to something different (eg. flare) class cfgAmmo { class SubmunitionBase; class MyAmmo SubmunitionBase { submunitionAmmo = MySubmunitionAmmo ; submunitionConeType[] = { poissondisc , 10}; submunitionConeAngle = 10; triggerDistance = 100; }; }; simulationshotDeployis used to change ammo upon impact (eg. change to a mine) it uses the samesubmunitionAmmoparameter as described above class cfgAmmo { class ShotDeployBase; class Mo_ClassicMineRange ShotDeployBase { submunitionAmmo = APERSMine_Range_Ammo ; // some random mine deployable by a mortar airFriction = 0; // artillery ammo works better without friction EffectFly = ArtilleryTrails ; // some funky effect of smoke trails and stuff }; }; Explosion shielding class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter calledexplosionShielding this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit class cfgVehicles { class myVehicle { class HitPoints { class HitLFWheel {armor=0.12; explosionShielding = 0.8;}; }; }; }; Reference You may want to seeArma 2 Weapon to Arma 3for correct icons and other stuff. This page is discussedon the BI forums
https://w.atwiki.jp/cohstatsjp/pages/28.html
Damage 20窶・0 Fire Aim Time 0.75窶・.25 Range Max 75 Min 20 L 75 Aim Multiplier L 1 AOE Distance L 6 M 40 M 1 M 3.5 S 25 S 1 S 2 Accuracy L 0.25 Ready Aim Time 0.5窶・ AOE Accuracy L 1 M 0.5 Post Firing Aim Time 1 M 1 S 0.75 Post Firing Cooldown 0 S 1 Reload 0窶・ AOE Damage L 0.5 0.5 Reload Multiplier L 1 Penetration L 1 M 0.65 0.5 M 1 M 1 S 1 0.5 S 1 S 1 AOE penetration L 0.8 Cooldown 8窶・ Deflection Multiplier 1 M 0.9 Cooldown Multiplier L 1 Suppression L 0.025 S 1 M 1 M 0.025 AOE Suppression L 0.5 0.5 S 1 S 0.025 M 1 1 Wind Up 2.2 Nearby Supp. Multiplier 0.5 S 2 2 Wind Down 1 Nearby Supp. Radius 7 Setup Time 2.4 Vs. Supp. Targets A 1 Fire Cone Angle 20 Burst Duration 0窶・ P 1 Tracking Vertical 90窶・90 Rate of Fire 0窶・ D 1 Tracking Horizontal -180窶・80 Reload Frequency 1窶・ S 0.1 Speed Vertical 90 Moving Accuracy 1 Speed Horizontal 90 Moving Burst 1 Scatter Angle 10 Moving Cooldown 1 Scatter Max 12 AA Weapon false Acc. Incremental 1 Scatter Offset 0 Attack Ground true Search Radius L 0 Scatter Ratio 0.2 Projectile m2_60mm_mortar_round M 0 FoW Angle Mult. 1 S 0 FoW Distance Mult. 1