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.