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Not all AmmoCoef Config Params recognised by game
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Description

In an attempt to code a BFA (Blank Firing Attachment) for a selection of weapons used by my group, I have run into a snag due to the way the game is coded (or my understanding of it at least).
It appears the hit value within the class AmmoeCoef does not appear to affect the damage output of the ammunition expended as documented that they should at https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Muzzle_accessories. This value (doesn't matter whether its 0, or a minute value such as 0.001) still causes the ammo to do the configured hit damage for the ammo class itself.
Other AmmoCoef values work (such as audiblefire and visiblefire, as evidenced by suppressors functioning as you would expect), but it appears hit (and perhaps other values) do not seem to take any notice.

Details

Legacy ID
3530459079
Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Config
Steps To Reproduce

Code a muzzle attachment and within that new class include the following:

		class ItemInfo: InventoryMuzzleItem_Base_F
		{
			class AmmoCoef
			{
				hit = 0; // have also tried 0.001, 0.01
				typicalSpeed = 1; 
				airFriction = 1; 
				visibleFire = 0.9; // its big and yellow but does mask a part of the muzzle-flash
				audibleFire = 1.0; 
				visibleFireTime = 1.0; 
				audibleFireTime = 1.0; 
				cost = 1; 
			};
		};

I've also included my full define below, minus any code that would cause issue:

	class SSQN_BFA: muzzle_snds_h
	{
		author = "S Squadron";
		scope = 2;
		displayName = "Blank Firing Attachment";
		descriptionShort = "Used on: L119A1 variants";
		//model = "\SSQN_L119A1\attachments\BFA.p3d";
		//picture = "\SSQN_L119A1\inv\ssqn_acc_supp556_ca.paa";

		DLC = "SSQN";

		class ItemInfo: InventoryMuzzleItem_Base_F
		{
			mass = 3.3;
			class MagazineCoef
			{
				initSpeed = 1.0;
			};
			class AmmoCoef
			{
				hit = 0;
				typicalSpeed = 1; 
				airFriction = 1; 
				visibleFire = 0.9; 
				audibleFire = 1.0; 
				visibleFireTime = 1.0; 
				audibleFireTime = 1.0; 
				cost = 1; 
			};
			soundTypeIndex = 0;
			muzzleEnd = "zaslehPoint";
			alternativeFire = "Zasleh2";
			class MuzzleCoef
			{
				dispersionCoef = "1.0f";
				artilleryDispersionCoef = "1.0f";
				fireLightCoef = "0.1f";
				recoilCoef = "1.0f";
				recoilProneCoef = "1.0f";
				minRangeCoef = "1.0f";
				minRangeProbabCoef = "1.0f";
				midRangeCoef = "1.0f";
				midRangeProbabCoef = "1.0f";
				maxRangeCoef = "1.0f";
				maxRangeProbabCoef = "1.0f";
			};
		};
		inertia = 0.05;
	};

Then code a weapon to use the above defined attachment (or one of your own making, either/or). Test in game and find that no matter the hit value, the game always seems to equate the "damage" as that of whatever ammunition the weapon uses, rather than the value the AmmoCoef's "hit" value should be, when it should in fact be zero (or very close to it depending on whatever value you used in AmmoCoef).

Event Timeline

Jackal326 set Category to Config.
Jackal326 set Reproducibility to Always.
Jackal326 set Severity to None.
Jackal326 set Resolution to Open.
Jackal326 set Legacy ID to 3530459079.May 8 2016, 1:34 PM
Jackal326 updated the task description. (Show Details)May 24 2016, 4:17 PM
Jackal326 edited Steps To Reproduce. (Show Details)
Jackal326 set Operating System to Windows 7.
Jackal326 changed Severity from None to Minor.
Jackal326 changed Operating System from Windows 7 to Windows 10 x64.