2016-05-30 16:37:03 +00:00
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class CfgVehicles {
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class All;
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class LaserTarget: All {
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// @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!?
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model = "\A3\Weapons_F\empty.p3d";
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destrType = "DestructNo";
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simulation = "LaserTarget";
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class EventHandlers {
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init = QUOTE(_this call FUNC(laser_init));
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};
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};
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// Visual laserTarget override
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class ACE_LaserTarget_Visual : LaserTarget {
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simulation = "LaserTarget";
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model = "\A3\Weapons_f\laserTgt.p3d";
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};
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// Vehicle lockable configurations
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class AllVehicles;
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class Air: AllVehicles {
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class Turrets;
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};
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class Helicopter: Air {
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class Turrets {
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class MainTurret;
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};
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};
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class Helicopter_Base_F: Helicopter {};
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class Heli_Attack_01_base_F: Helicopter_Base_F {};
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class B_Heli_Attack_01_F: Heli_Attack_01_base_F {
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class Turrets: Turrets {
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class MainTurret: MainTurret {
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GVAR(CanLockLaser) = 1; // Enable laser locking selection
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};
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};
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};
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};
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