ACE3/addons/pike/CfgAmmo.hpp

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class CfgAmmo {
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class SubmunitionBase;
class GVAR(ammo_gl): SubmunitionBase {
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model = QPATHTOF(models\ace_pike_ammo.p3d);
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submunitionAmmo = QGVAR(ammo_rocket);
submunitionCount = 1;
submunitionConeAngle = 0;
EGVAR(frag,skip) = 1; // don't frag because this is a scripted ammo
class Eventhandlers {
fired = QUOTE(call FUNC(ammoFired));
};
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};
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class MissileBase;
class GVAR(ammo_rocket): MissileBase {
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irLock = 0;
laserLock = 0;
airLock = 0;
manualControl = 0;
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timeToLive = 22;
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model = QPATHTOF(models\ace_pike_ammo.p3d);
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maxSpeed = 150; // ~2km in 15sec
thrust = 19;
thrustTime = 14;
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initTime = 0;
airFriction = 0.1;
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hit = 120;
indirectHit = 10;
indirectHitRange = 10;
warheadName = "HE";
EGVAR(frag,enabled) = 1;
EGVAR(frag,force) = 1;
EGVAR(frag,classes)[] = {QEGVAR(frag,tiny_HD)};
EGVAR(frag,metal) = 200;
EGVAR(frag,charge) = 270; // ~8x a normal 40mm
EGVAR(frag,gurney_c) = 2700;
EGVAR(frag,gurney_k) = "1/2";
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CraterEffects="ExploAmmoCrater";
explosionEffects="ExploAmmoExplosion";
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effectsMissileInit = "RocketBackEffectsRPG";
effectsMissile = "missile3";
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SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet", "GrenadeHe_Tail_SoundSet", "Explosion_Debris_SoundSet"};
soundHit1[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_01", 3.1622777, 1, 1500};
soundHit2[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_02", 3.1622777, 1, 1500};
soundHit3[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_03", 3.1622777, 1, 1500};
soundHit4[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_04", 3.1622777, 1, 1500};
multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25};
whistleDist=16;
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// Begin ACE guidance Configs
class ace_missileguidance {
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enabled = 2;
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minDeflection = 0.0005; // Minium flap deflection for guidance
maxDeflection = 0.0025; // Maximum flap deflection for guidance
incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
// Guidance type for munitions
defaultSeekerType = "SALH";
seekerTypes[] = {"SALH"};
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = {"LOAL"};
seekerAngle = 90; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
seekerMinRange = 1;
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seekerMaxRange = 3000; // Range from the missile which the seeker can visually search
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// Attack profile type selection
defaultAttackProfile = "LIN";
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attackProfiles[] = { "LIN" };
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};
};
};