Hehe, try this in the CfgAmmo section:
tracerColor[]={0,0,0,0.000000};
tracerColorR[]={0,0,0,0.000000};
minRange=1;minRangeProbab=0.90;
midRange=100;midRangeProbab=0.50;
maxRange=450;maxRangeProbab=0.05;
Now for the min, mid, and max range numbers, this means that an AI unit will most likely fire this bullet at a min range of 1, mid of 100, and max of 450, the probab represents a percentage of the AI's accuracy at that range, and if the AI has a different weapon or burst mode that has better odds at the distance of the target he is engaging, he will use it. For example, lets make some ammo types:
class CfgAmmo
{
class Default {};
class BulletSingle: Default {};
class NewBulletSingle: BulletSingle {};
{
minRange=1;minRangeProbab=0.50;
midRange=100;midRangeProbab=0.90;
maxRange=450;maxRangeProbab=0.20;
};
class NewBulletAuto: BulletSingle
{
minRange=1;minRangeProbab=0.90;
midRange=100;midRangeProbab=0.60;
maxRange=450;maxRangeProbab=0.05;
};
Ok, now, based on this, if an AI unit engages a target at, oh say, 100m, he will automatically (with his super fast AI brain) check all of his weapons' bullets. He looks at NewBulletSingle and sees that at a range of 100, he has a 90% chance of hitting the guy, and with NewBulletAuto, hes got only a 60% chance. Now this means he will use the single fire mode because it uses that bullet (the one with the 90% chance). If he moved closer to about 20m, then the NewBulletAuto would have a higher probab at 20m than the NewBulletSingle would, so the AI would switch to full auto because that mode fires the NewBulletAuto bullet. Ok, you get it now?