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https://github.com/acemod/ACE3.git
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56 lines
2.0 KiB
C++
56 lines
2.0 KiB
C++
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class CfgAmmo {
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class M_NLAW_AT_F;
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class ACE_NLAW: M_NLAW_AT_F {
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hit = 400; // Default was 500
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indirectHit = 20; // Default was 15
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class ace_missileguidance {
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enabled = 1;
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minDeflection = 0.0005; // Minium flap deflection for guidance
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maxDeflection = 0.01; // Maximum flap deflection for guidance
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incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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// Guidance type for munitions
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defaultSeekerType = QGVAR(seeker);
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seekerTypes[] = {QGVAR(seeker)};
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defaultSeekerLockMode = "LOBL";
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seekerLockModes[] = {"LOBL"};
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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 45; // Angle in front of the missile which can be searched
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 0;
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seekerMaxRange = 10; // Range from the missile which the seeker can visually search
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// Attack profile type selection
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defaultAttackProfile = QGVAR(directAttack);
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attackProfiles[] = {QGVAR(directAttack), QGVAR(overflyTopAttack)};
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showHintOnCycle = 1;
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// Run once at fired event
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onFired = QFUNC(onFired);
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};
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};
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// Sub ammos used in OTA mode (see fnc_seeker.sqf)
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class ACE_NLAW_Explosion: ACE_NLAW { // Based on FCS-Airburst, will explode right away
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timeToLive = 0;
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model = "";
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};
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class ACE_NLAW_ShapedCharge: ACE_NLAW { // Shaped charge from rocket explosion, no effects
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timeToLive = 1;
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model = "";
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hit = 750;
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indirectHit = 0;
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indirectHitRange = 0;
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explosionSoundEffect = "";
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explosionEffects = "";
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CraterEffects = "";
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muzzleEffect = "";
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};
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};
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