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Hot - Update to new framework (#10029)
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@ -58,12 +58,13 @@ class CfgAmmo {
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class ace_missileguidance {
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class ace_missileguidance {
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enabled = 1;
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enabled = 1;
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minDeflection = 0; // Minium flap deflection for guidance
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pitchRate = 45; // Minium flap deflection for guidance
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maxDeflection = 0.0030; // Maximum flap deflection for guidance
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yawRate = 45; // 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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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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showTrail = 1;
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// Guidance type for munitions
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// Guidance type for munitions
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defaultSeekerType = "SACLOS";
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defaultSeekerType = "SACLOS";
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seekerTypes[] = { "SACLOS" };
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seekerTypes[] = { "SACLOS" };
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@ -71,6 +72,14 @@ class CfgAmmo {
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defaultSeekerLockMode = "LOAL";
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL", "LOBL" };
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seekerLockModes[] = { "LOAL", "LOBL" };
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defaultNavigationType = "Line";
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navigationTypes[] = { "Line" };
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lineGainP = 7;
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lineGainD = 6;
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initialPitch = 2;
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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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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 30; // Angle from the shooter's view that can track the missile
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seekerAngle = 30; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerAccuracy = 1; // seeker accuracy multiplier
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@ -78,7 +87,6 @@ class CfgAmmo {
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seekerMinRange = 75;
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seekerMinRange = 75;
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seekerMaxRange = 4000; // Range from the missile which the seeker can visually search
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seekerMaxRange = 4000; // Range from the missile which the seeker can visually search
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correctionDistance = 8; // distance from center of crosshair where missile slows down
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offsetFromCrosshair[] = { 0, 0, 0.5 }; // where the missile wants to stay in relation to the center of the crosshair.
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offsetFromCrosshair[] = { 0, 0, 0.5 }; // where the missile wants to stay in relation to the center of the crosshair.
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// Attack profile type selection
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// Attack profile type selection
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@ -4,11 +4,22 @@ class CfgVehicles {
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class Turrets;
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class Turrets;
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};
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};
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class LT_01_base_F: Tank_F {
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class LT_01_base_F: Tank_F {
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class AnimationSources;
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class Turrets: Turrets {
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class Turrets: Turrets {
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class MainTurret;
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class MainTurret;
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};
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};
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};
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};
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class LT_01_AT_base_F: LT_01_base_F {
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class LT_01_AT_base_F: LT_01_base_F {
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class AnimationSources: AnimationSources {
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class Missiles_revolving {
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source = "revolving";
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weapon = QGVAR(generic_launcher);
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};
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class Missiles_reloadMagazine {
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source = "reloadMagazine";
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weapon = QGVAR(generic_launcher);
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};
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};
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class Turrets: Turrets {
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class Turrets: Turrets {
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class MainTurret: MainTurret {
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class MainTurret: MainTurret {
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weapons[] = {"SmokeLauncher","HMG_127",QGVAR(generic_launcher)};
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weapons[] = {"SmokeLauncher","HMG_127",QGVAR(generic_launcher)};
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