ah, not so quick, it's really easy... look into the kozlice config. the kozlice too shoots two different kinds of ammo.
you only need to tweak the ballistics of the ball and shell ammo classes, add your weapon name, rename some classes etc. if you're familiar to config writing it shouldn't be a big thing. if not, post your probs here
the config of the kozlice:
// 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 CfgPatches
{
class Kozlice
{
units[] = {};
weapons[] = {Kozlice};
requiredVersion = 1.01;
};
};
class CfgAmmo
{
class default {};
class BulletSingle : Default
{ };
class KozliceBall : BulletSingle {};
class BulletBurst: BulletSingle {};
class KozliceShell : BulletBurst
{
hit=9;indirectHit=6;indirectHitRange=0.1;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class KozliceBall: Riffle
{
scopeWeapon = private;
scopeMagazine = public;
modelOptics="\kozl\optika_kozlice";
picture="\kozl\m_kozlice2.paa";
optics = true;
opticsZoomMin=0.35; //was 0.21
opticsZoomMax=0.35;
displayName = $STR_DN_KOZLICE_BALL;
displayNameMagazine = $STR_MN_KOZLICE_BALL;
shortNameMagazine = $STR_SN_KOZLICE_BALL;
drySound[]={"weapons\M16dry",db-40,1}; // empty magazine
ammo = KozliceBall;
count = 1;
multiplier=1;
burst=1;
dispersion=0.0002;
sound[]={\kozl\kozl_single,db0,1};
reloadMagazineSound[]={\kozl\kozl_load,db-70,1};
soundContinuous=false;
reloadTime=0.05;
ffCount=1;
recoil=sniperSingle;
recoilFixed=riffleSingleFixed;
autoFire = false;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction = false;
useActionTitle = "";
};
class KozliceShell: Riffle
{
scopeWeapon = private;
scopeMagazine = public;
modelOptics="\kozl\optika_kozlice";
picture="\kozl\m_kozlice1.paa";
optics = true;
opticsZoomMin=0.35; //was 0.21
opticsZoomMax=0.35;
displayName = $STR_DN_KOZLICE_SHELL;
displayNameMagazine = $STR_MN_KOZLICE_SHELL;
shortNameMagazine = $STR_SN_KOZLICE_SHELL;
drySound[]={"weapons\M16dry",db-40,1}; // empty magazine
muzzles[] = {};
ammo = KozliceShell;
count = 7;
multiplier=1;
division=7; //added for fix in the US version of wrong ammo count
burst=7;
dispersion=0.0001;
sound[]={\kozl\kozl_single,db0,1};
reloadMagazineSound[]={\kozl\kozl_load,db-70,1};
soundContinuous=false;
reloadTime=0.001;
magazineReloadTime=3;
ffCount=1;
recoil=sniperSingle;
recoilFixed=riffleSingleFixed;
autoFire = false;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction = false;
useActionTitle = "";
};
class Kozlice
{
scopeWeapon = public;
scopeMagazine = private;
weaponType = WeaponSlotPrimary;
displayName = $STR_DN_KOZLICE;
model="\kozl\kozlice";
picture="\kozl\w_kozlice.paa";
muzzles[] = {KozliceBallMuzzle, KozliceShellMuzzle};
class KozliceBallMuzzle : KozliceBall
{
magazines[] = {KozliceBall};
};
class KozliceShellMuzzle : KozliceShell
{
magazines[] = {KozliceShell};
}
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyKozlice: ProxyWeapon {};
};
use this as a template, or as inspiration- but do not just simply copy&paste this config
//edit: wait... i think you need no two muzzles here, cos in fact you shoot it through the same, right? the m6 doesn't have two barrels, does it??? well, if so, you code the m6 as a rifle, give it two possible magazines (magazines[]={ballmag, shellmag};) and then add the magazines as subclasses of the m6.