Hello,
basically it is rather easy. You need a UnPBO Tool (if you do not have one, i can give some recommandations, because some are quite ugly to work with while others are very easy point and click).
Then you have to locate the addon and find the config.bin.
For Example i have done it with the BMP2. The values are quite self explaining. I marked the important ones BOLD. When you have finished it just PBO it again
class CfgPatches
{
class BMP2
{
units[]= {"BMP2"};
weapons[]= {};
requiredVersion=1.300000;
};
};
class CfgAmmo
{
class Default
{
};
class BulletSingle: Default
{
};
class ExplosiveBullet: BulletSingle
{
};
class Cannon30HE: ExplosiveBullet
{
hit=20;
indirectHit=15;
indirectHitRange=3;
minRange=20;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=3000;
maxRangeProbab=0.050000;
soundHit[]= {"\bmp2\bmp2_expl.wss",31.622780,1};
cost=40;
};
class Cannon30AP: BulletSingle
{
hit=70;
indirectHit=5;
indirectHitRange=1;
minRange=20;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=3000;
maxRangeProbab=0.050000;
soundHit[]={"weapons\Big_Impact2",0.031623,1};
cost=80;
};
};
class CfgWeapons
{
class Default
{
};
class LAWLauncher: Default
{
};
class CarlGustavLauncher: LAWLauncher
{
};
class AT3Launcher: CarlGustavLauncher
{
};
class HellfireLauncherBMP2: AT3Launcher
{
count=8;
reloadTime=30;
displayName="$STR_DN_ADD_BMP2_AT";
displayNameMagazine="$STR_DN_ADD_BMP2_AT";
shortNameMagazine="$STR_DN_ADD_BMP2_AT";
};
class Cannon30HE: Default
{
scopeWeapon=0;
scopeMagazine=2;
primary=0;
autoFire=1;
shotFromTurret=1;
displayName="$STR_DN_ADD_BMP2_HE";
displayNameMagazine="$STR_DN_ADD_BMP2_HE";
shortNameMagazine="$STR_DN_ADD_BMP2_HE";
nameSound="shell";
ammo="Cannon30HE";
count=250;
multiplier=2;
reloadTime=0.180000;
initSpeed=1000;
sound[]= {"\bmp2\bmp2_cannon",3.162278,1};
flashSize=1.100000;
maxLeadSpeed=450;
optics=1;
ffCount=1;
};
class Cannon30AP: Cannon30HE
{
shotFromTurret=1;
ammo="Cannon30AP";
displayName="$STR_DN_ADD_BMP2_AP";
displayNameMagazine="$STR_DN_ADD_BMP2_AP";
shortNameMagazine="$STR_DN_ADD_BMP2_AP";
nameSound="heat";
};
class Cannon30: Default
{
BMP2=0.000000;
scopeMagazine=0;
shotFromTurret=1;
displayName="$STR_DN_GUN";
sound[]={"\bmp2\bmp2_cannon",3.162278,1};
reloadSound[]= {"Weapons\reload",0.000316,1};
backgroundReload=1;
ffMagnitude=1;
ffFrequency=5;
magazines[]= {"Cannon30AP","Cannon30HE"};
};
};
class WeaponCloudsGun
{
};
class WeaponCloudsMGun: WeaponCloudsGun
{
};
class CfgVehicles
{
class All
{
};
class AllVehicles: All
{
};
class Land: AllVehicles
{
};
class LandVehicle: Land
{
};
class Tank: LandVehicle
{
};
class APC: Tank
{
};
class BMP: APC
{
};
class BMP2: BMP
{
displayName="$STR_DN_BMP2";
model="\bmp2\bmp2";
armor=250;
weapons[]={"Cannon30","MachineGun7_6","HellfireLauncherBMP2"};
magazines[]={"Cannon30HE","Cannon30AP","MachineGun7_6","HellfireLauncherBMP2"};
class GunClouds: WeaponCloudsMGun
{
};
class Turret
{
gunAxis="OsaHlavne";
turretAxis="OsaVeze";
soundServo[]= {"Vehicles\gun_elevate",0.031623,1.000000};
gunBeg="usti hlavne";
gunEnd="konec hlavne";
body="OtocVez";
gun="OtocHlaven";
minElev=-4.500000;
maxElev=74;
minTurn=-360;
maxTurn=360;
};
class IndicatorSpeed
{
selection="ukaz_rychlo";
axis="osa_rychlo";
angle=-320;
min=0;
max=35;
};
threat[]= {0.500000,0.500000,1};
transportSoldier=6;
};
};