Okay. If you wanted help spesific to your situation, you need to post more than just what you set those fields to - you would need to post the IDs and relevant data for all the weaps and outfs involved. I've included some examples that you should be able to figure out the general method from,
Ammo and submunitioning are toally different fields.
First, ammo:
The ammo field of a weapon must be set to refer to the weapon resource itself, not the outf that is the ammo.
Ex:
(lets say outf ID's 128-139 are used for something else - this keeps away confusion about what numbers refer to. There is no reason you have to do this, it just makes things a little easier for our purposes)
Outf 140 "Gun" : Modtype1 1 (Weapon), modval1 128 (Weapon 128)
Outf 141 "Gun ammo" : Modtype1 3 (Ammo), modval1 128 (Ammo for weapon 128)
Under novatools: Weap 128 "Gun" : Ammotype 128 (use ammo for weapon RID 128)
Under EVNEW or naked resedid: weap 128 "Gun" : Ammotype 0 (use ammo for weapon index# 0)
The reason for the difference between novatools and more basic editors is that Novatools translates the resource ID you type in into the index number that the plugin format wants, whereas the other editors do not do that. Index number of a resource is it's RID-128.
Submunitioning:
This is pretty simple, actually.
Weap 128: Subcount: 5, subtype: 128, Subtheta 90, sublimit 2
Would make a weapon that would split into 5 copies of itself at the end of it's life, which would scatter to +/- 90 degrees of the origional direction (ie, a half circle). Each of these submuns would do the same, but those submunitions wouldnt split again (because of the sublimit of 2, keeping them from submunitioning infinately)
Another example
Weap 128: Subcount: 6, Subtype: 129, Subtheta 10, sublimit 0.
Weap 129: (nothing special)
This weapon would submunition into 6 weapons of type 129 at the end of it's life, in a +/- 10 degree cone. Since its not recursive, we dont need a sublimit.
Hope this clears things up.
-Az
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