I think that they will use the same ammo...(cause of the inheritance, the other stuff from the M16 should stay the same: I'll test it out...
Ok: here's the config file and the .pbo file : you can add the accurate version with addWeapon M16_accurate
Only problem I've found is that you switch to an alternative when you remove then add the weapon (e.g. handgrenade)...not a big problem, as you can use the following to fix it (I couldn't even tell when the weapons switched
)
Player selectWeapon "M16_accurate"
or if you're switching to the M16:
Player selectWeapon "M16"
The exact contents of the config.cpp is below, and the .pbo is attached
class CfgPatches
{
class M16_accurate
{
units[] = {};
weapons[] = {M16_accurate};
requiredVersion = 1.00;
};
};
class CfgModels
{
class default {};
class Weapon: default {};
class M16_accurate: Weapon {};
};
class CfgWeapons
{
class default {};
class MGun:default {};
class Riffle:MGun {};
class M16: Riffle{};
class M16_accurate:M16{
displayName="M16 (accurate)";
picture="M16"
class Single
{
dispersion=0.000100;//original's is 0.000200, an M21's is 0.000030
};
class Burst
{
dispersion=0.000300;//original's is 0.000400
};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyM16_accurate: ProxyWeapon {};
};