#How would you go about rescripting ammo
1 messages · Page 1 of 1 (latest)
for best results, find an ammo in config that is explosive on contact, and look how the config props of the explosive ammo differ from the non explosive, then copy over the ones you think work, compile, test, rinse, repeat.
scripting you could do (prob w mines? or spawning a different explosive bullet?) but it would be harder than just adding a config prop imo
So I would be making the arrow identify as explosive round by giving the properties of said round to the arrow?
yeah. transferring a single property i think. honestly both are pretty time consuming. if u dont kno config then scripting might b the way to go, since i forgot that Ammo config work entails a CfgAmmo, CfgMagazines, and CfgWeapons entry each. relevant config entries are around [https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#explosive].
scripting-wise i'm not sure what the best way would be to tackle this is. could spawn mines (https://community.bistudio.com/wiki/createMine) via Fired EH (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers?useskin=darkvector#Fired) and then detonate it somehow. using setDamage 1 on the mine might do the trick