1.Create any suppressor mod to make the attached gun recoil less/more.
2.write a code like below and load the mod in game, you'll find nothing has affected the gun behaviors.
Here is the part of my "config.cpp" in my weapon mod.
```
class CfgWeapons
{
class RifleCore;
class Rifle: RifleCore
{
class WeaponSlotsInfo;
};
class ItemCore;
class InventoryFlashLightItem_Base_F;
class InventoryMuzzleItem_Base_F;
class InventoryUnderItem_Base_F;
class Rifle_Base_F: Rifle
{
class WeaponSlotsInfo
{
class MuzzleSlot;
class CowsSlot;
class PointerSlot;
};
class GunParticles;
};
class muzzle_snds_H: ItemCore ///!!!!!
{
class ItemInfo;
};
class otty_acc_pbs1: muzzle_snds_H ///!!!!!
{
displayName = "Otty's PBS-1";
picture = "\366VEPRS\data\acc\PBS1_001.paa";
model = "\366VEPRS\data\acc\pbs1.p3d";
author = "Otty";
class ItemInfo: InventoryMuzzleItem_Base_F
{
mass = 12;
class MagazineCoef //seems works
{
initSpeed = 1.015;
};
class AmmoCoef //seems work
{
hit = 1.0;
visibleFire = 0.2;
audibleFire = 0.4;
visibleFireTime = 0.5;
audibleFireTime = 1.0;
cost = 1.0;
typicalSpeed = 1;
airFriction = 1.0;
};
class MuzzleCoef //partially work
{
dispersionCoef = 0.97; //seems work
artilleryDispersionCoef = 15.05;
fireLightCoef = 0.05;
recoilCoef = 15.05; //doesnt work
recoilProneCoef = 0.05; //doesn't work
minRangeCoef = 0.05;
minRangeProbabCoef = 0.05;
midRangeCoef = 0.05;
midRangeProbabCoef = 0.05;
maxRangeCoef = 0.05;
maxRangeProbabCoef = 0.05;
};
muzzleEnd = "zaslehPoint";
alternativeFire = "Zasleh2";
soundTypeIndex = 1;
inertia = 0.2;
};
};
```