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Thread: Ballistic Shield Damage

  1. #1

    Ballistic Shield Damage

    Sorry, Wrong Section. Can admin move to ADDONS Scripting & Editing section please?

    Where in this config.bin would I edit to make the ballistic shield withstand more or infinite damage?
    Never worked with modifications before, tried searching for damage as in the "setdamage" function.

    Code:
    #define _ARMA_
    
    
    //Class config.bin{
    class CfgPatches
    {
     class dak_want
     {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.04;
      requiredAddons[] = {"CAWeapons"};
     };
    };
    class cfgWeapons
    {
     class Rifle;
     class AK_BASE;
     class AKS_74_U;
     class dak_mak_want: Rifle
     {
      model = "\dak_mak_want\model\dak_mak_want";
      modelOptics = "-";
      picture = "\dak_mak_want\Ico\mak_want.paa";
      minRange = 0;
      minRangeProbab = 0.1;
      midRange = 30;
      midRangeProbab = 0.3;
      maxRange = 50;
      maxRangeProbab = 0.04;
      optics = 1;
      distanceZoomMin = 50;
      distanceZoomMax = 50;
      scope = 2;
      begin1[] = {"ca\sounds\weapons\pistols\makarov_single1",0.794328,1,700};
      soundBegin[] = {"begin1",1};
      drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1",0.0001,1,20};
      reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload",0.031623,1,20};
      magazines[] = {"8Rnd_9x18_Makarov"};
      dispersion = 0.02;
      ffCount = 1;
      recoil = "recoil_single_pistol_2outof3";
      recoilProne = "recoil_single_pistol_prone_2outof3";
      aiRateOfFire = 0.5;
      aiRateOfFireDistance = 50;
      displayName = "$STR_DN_want";
      class Library
      {
       libTextDesc = "$STR_LIB_want";
      };
      descriptionShort = "$STR_DSS_want";
      handAnim[] = {"OFP2_ManSkeleton","\dak_mak_want\anim\mak_want.rtm"};
      armor = 610;
     };
     class mak_BZT75C: dak_mak_want
     {
      model = "\dak_mak_want\model\dak_mak_want3";
      displayName = "$STR_DN_mak_BZT75C";
      picture = "\dak_mak_want\Ico\mak_BZT75C.paa";
      class Library
      {
       libTextDesc = "$STR_LIB_mak_BZT75C";
      };
      descriptionShort = "$STR_DSS_mak_BZT75C";
      handAnim[] = {"OFP2_ManSkeleton","\dak_mak_want\anim\mak_BZT75C.rtm"};
     };
     class AKS_74U_BZT75C: AKS_74_U
     {
      handAnim[] = {"OFP2_ManSkeleton","\dak_mak_want\anim\AKS_74U_BZT75C.rtm"};
      picture = "\dak_mak_want\Ico\mak_BZT75C.paa";
      displayName = "$STR_DN_mak_BZT75C";
      class Library
      {
       libTextDesc = "$STR_LIB_mak_BZT75C";
      };
      descriptionShort = "$STR_DSS_mak_BZT75C";
      model = "\dak_mak_want\model\dak_mak_want2";
     };
     class Planshet: dak_mak_want
     {
      model = "\dak_mak_want\model\dak_mak_want4";
      displayName = "$STR_DN_Planshet";
      picture = "\dak_mak_want\Ico\Planshet.paa";
      class Library
      {
       libTextDesc = "$STR_LIB_Planshet";
      };
      descriptionShort = "$STR_DSS_Planshet";
      handAnim[] = {"OFP2_ManSkeleton","\dak_mak_want\anim\Planshet.rtm"};
     };
     class swat: dak_mak_want
     {
      scope = 2;
      model = "\dak_mak_want\model\dak_mak_want5";
      handAnim[] = {"OFP2_ManSkeleton","\dak_mak_want\anim\swat.rtm"};
      modelOptics = "-";
      picture = "\dak_mak_want\Ico\swat.paa";
      minRange = 0;
      minRangeProbab = 0.1;
      midRange = 30;
      midRangeProbab = 0.3;
      maxRange = 50;
      maxRangeProbab = 0.04;
      optics = 1;
      distanceZoomMin = 50;
      distanceZoomMax = 50;
      displayName = "$STR_DN_swat";
      begin1[] = {"ca\sounds\weapons\pistols\m9_single1",0.794328,1,700};
      soundBegin[] = {"begin1",1};
      drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1",0.01,1,20};
      reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload",0.1,1,20};
      magazines[] = {"15Rnd_9x19_M9","15Rnd_9x19_M9SD"};
      dispersion = 0.02;
      ffCount = 1;
      recoil = "recoil_single_pistol_2outof3";
      recoilProne = "recoil_single_pistol_prone_2outof3";
      aiRateOfFire = 0.5;
      aiRateOfFireDistance = 50;
      class Library
      {
       libTextDesc = "$STR_LIB_swat";
      };
      descriptionShort = "$STR_DSS_swat";
      class FlashLight
      {
       color[] = {0.8,0.8,1,1};
       ambient[] = {0.07,0.07,0.07,1};
       position = "flash dir";
       direction = "flash";
       angle = 30;
       scale[] = {1,1,0.5};
       brightness = 0.1;
      };
     };
    };
    class CfgVehicles
    {
     class ReammoBox;
     class dak_want_box: ReammoBox
     {
      scope = 2;
      model = "\ca\weapons\AmmoBoxes\RUBasicAmmo.p3d";
      displayName = "Shield box";
      class TransportMagazines
      {
       class _xx_30Rnd_545x39_AK
       {
        magazine = "30Rnd_545x39_AK";
        count = 200;
       };
       class _xx_8Rnd_9x18_Makarov
       {
        magazine = "8Rnd_9x18_Makarov";
        count = 200;
       };
       class _xx_15Rnd_9x19_M9
       {
        magazine = "15Rnd_9x19_M9";
        count = 200;
       };
      };
      class TransportWeapons
      {
       class _xx_dak_mak_want
       {
        weapon = "dak_mak_want";
        count = 10;
       };
       class _xx_mak_BZT75C
       {
        weapon = "mak_BZT75C";
        count = 10;
       };
       class _xx_AKS_74U_BZT75C
       {
        weapon = "AKS_74U_BZT75C";
        count = 10;
       };
       class _xx_Planshet
       {
        weapon = "Planshet";
        count = 10;
       };
       class _xx_swat
       {
        weapon = "swat";
        count = 10;
       };
      };
     };
    };
    //};
    Last edited by Foxhound; Jul 26 2012 at 08:20. Reason: moved to correct section

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