![]() "Explosive": 0, - A special config I've setup for ammo, a value of 0 means it isn't explosive, a value of 1 means it's a smol explosive similar to what one might expect out of an explosive round, while a value of 2 is pretty much grenade level explosive. Values between 0 and 1 are used, mostly lower than 0.1 "MalfFeedChance": 0.02, - Chance of the round malfunctioning in the weapon and failing to feed, 0 is pretty much no chance where as 1 is high chance. ![]() "HeatFactor": 0.9963, - How much heat the round generates, the lower the value the less heat it generates. "DurabilityBurnModificator": 1, - A value of 1 means that the round doesn't have an increased or decreased burn modifier, 0.9 means that the round will have a -10% burn modifier where as 1.1 has a +10% burn modifier. "MalfMisfireChance": 0.175, - Chance of the round malfunctioning in the weapon and causing a jam after being fired, 0 is pretty much no chance where as 1 is high chance. "LightBleedingDelta": 0, - Percentage based value from 0 to 1, a value of 0.1 is a 10% chance to light bleed on being hit. "HeavyBleedingDelta": 0, - Percentage based value from 0 to 1, a value of 0.1 is a 10% chance to heavy bleed on being hit. "StaminaBurnPerDamage": 0.2016, - How much stamina you or your target loses upon being hit by this ammo. "ArmorDamage": 36, - How much damage the round does to the armor itself. "TracerColor": "red", - Changes the tracer colours, red, green and yellow are confirmed to work. "Tracer": false, - Enables or Disables Tracers on the ammo. "FragmentationChance": 0.01, - Chance of the round fragmenting on a hit, percentage based between 0 and 1, 0.01 is 1% chance of fragmenting. "MaxFragmentsCount": 1, - Mmaximum amount of fragments the round will fragment into if it fragments. "MinFragmentsCount": 1, - Minimum amount of fragments the round will fragment into if it fragments. "MisfireChance": 0.03, - Chance of the round misfiring in the chamber, 0 is pretty much no chance where as 1 is high chance. "ProjectileCount": 1, - This determines how many projectiles that the round will fire. "PenetrationPower": 25, - This is the actual penetration value of a round, 10 pens class 1 armor, 50 pens class 5. A value of 10 is +10% recoil, a -10 is -10% recoil. "ammoRec": 0, - Changes the recoil of the round, this is a percentage based value shown. A value of 10 is +10% accuracy, a -10 is -10% accuracy. "ammoAccr": 0, - Changes the accuracy of the round, this is a percentage based value shown. ![]() "Damage": 72, - Changes the damage of the round. "InitialSpeed": 340, - Changes the speed of the round. "Weight": 0.015, - Changes the weight of the round. "BulletID":, - Leave this alone, do not edit it under any circumstances. "Enabled": false, - This will determine whether or not the round is enabled or not for editing, without this set to 'true' nothing will change. But, here is a guide to help you with them. Not all ammunition has a value for everything listed below, some even have unique values for them. Let your creative juices go wild, feel free to make presets!Īlso comes with a toggleable 'All In One' ammunition that you can edit individually from all the other ammunition, an ammunition that only your PMC will use as bots shouldn't generate with it. Ammo can have a variety of things changed about them, from their damage and penetration to whether they are explosive or can blind enemies. Ever wanted to customise every individual ammunition by yourself? Make 5.56 better? Introducing, C.A.T, the Comprehensive Ammunition Tweaker that allows you to do as you please! Contains the ability to make ammo explosive, and blinding too!Īllows individual customization of every ammunition type within base tarkov, most of the important values that ammunitions use has been seperated into their own configurable json files within the mods folder for easy configuration.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |