I'll note right off that this is -not- intended to be a modification unto itself. Its a modification of the mortar weapon that comes with the game. I want to increase the magazine capacity of this and the flares. Again, no I'm not using this for cheating purposes. I figure I don't have all that needs to be coded in for this to work. I'd really like some help finishing this.
// 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 CfgAmmo
{
class default {};
class Grenade : default{};
class MortarShell : Grenade // mortar soldier
{
hit=50;indirectHit=40;indirectHitRange=10;
minRange=45;minRangeProbab=0.50;
midRange=240;midRangeProbab=0.55;
maxRange=450;maxRangeProbab=0.00;
model=mortarShell;
//soundHit[]={Explosions\hellfire,db40,1};
soundHit[]={Explosions\expl4,db20,1};
cost=120;
};
};
class CfgWeapons
{
class Default {};
class GrenadeLauncher: Default {};
class Mortar : GrenadeLauncher
{
//--
scopeWeapon = private;
scopeMagazine = public;
modelSpecial="m16_mortar_proxy";
// weaponType = WeaponSlotSecondary;
magazineType = 1;
ammo=MortarShell;
displayName = $STR_DN_MORTAR_W;
displayNameMagazine = $STR_MN_MORTAR_W;
shortNameMagazine = $STR_SN_MORTAR_W;
count=1;
initSpeed=70;
reloadAction = ManActReloadMortar;
modes[] = {this, this};
// autoReload = false;
// primary=false;
};
};