Now wait a sec... I de-pbo'd that AK47cs import that had custom shell casings,
Two entities I believe are associated with this.
NOTE: This is NOT MY CONFIG!
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536
class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class ak47cs: Weapon{};
};
class CfgPatches
{
   class ak47cs
   {
      units[] = {ak47cs};
      weapons[] = {ak47cs};
      requiredVersion = 1.75;
   };
};
class CfgAmmo
{
   class default {};
   class BulletSingle : default{};
   class AK47 : BulletSingle
   {
      hit=9;
      indirectHit=1;
      indirectHitRange=0.100000;
cartridge="AK47SM";Â Â Â Â Â Â
   };
  Â
};
class CfgWeapons
{
   class Default   {};
   class MGun: Default {};
   class Riffle: MGun {};
   class AK47CS: Riffle
   {
   scopeWeapon=2;
      scopeMagazine=2;
      valueWeapon=0;
      valueMagazine=1;
      model="\ak47cs\ak47cs.p3d";
      modelOptics="\ak47cs\optika_ak47cs.p3d";
picture="\AK47CS\pic\w_ak47cs.paa";
      optics=1;
      opticsZoomMin=0.350000;
      opticsZoomMax=0.350000;
      displayName = AK47;
      displayNameMagazine = AK47 Mag;
      shortNameMagazine = AK47;
      drySound[]={"weapons\AK47Dry",0.010000,1};
      modes[]={"Single","Burst","FullAuto"};
magazines[]={"AK47CSMag"};
      class Single
      {
         ammo="AK47";
         multiplier=1;
         burst=1;
         displayName="AK47";
         dispersion=0.000200;
         sound[]={"\AK47CS\AK47b.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class Burst
      {
         ammo="AK47";
         multiplier=1;
         burst=3;
         displayName="AK47 Burst";
         dispersion=0.000400;
         sound[]={"\AK47CS\AK47a.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=3;
         recoil="riffleBurst3";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="AK47";
         multiplier=1;
         burst=1;
         displayName="AK47 Auto";
         dispersion=0.000800;
         sound[]={"\AK47CS\AK47b.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=30;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
};
class AK47CSMag: AK47CS
   {
      scopeWeapon=0;
      scopeMagazine=2;
picture="\AK47CS\pic\m_ak47cs.paa";
};
};
class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierEB:Soldier{};
   class AK47CS: SoldierEB
   {
   displayName="Soldier (AK47)";
   weapons[]={"AK47CS","Binocular","NVGoggles","Throw","Put"};
   magazines[]={AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,HandGrenade,HandGrenade,HandGrenade,HandGrenade};
   };
class Thing: All {};
   class ThingEffect: Thing {};
   class AK47SM: ThingEffect
   {
      displayName="AK47 Shell";
model="\ak47cs\ak47nb.p3d";
   };
};
class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyAK47CS: ProxyWeapon {};
};
I am assuming that this is how it is done, can anyone tell me if it is right (Obviously it is... I just need assurance.)
Thanks..