fix game crashing on load

This commit is contained in:
Brandon Danyluk 2021-05-06 20:20:20 -06:00
parent e76fde4c0d
commit f4f3224947
3 changed files with 78 additions and 4 deletions

View File

@ -2,8 +2,82 @@ class CfgAmmo {
class M_Scalpel_AT;
class ammo_Penetrator_Base;
class GVAR(9m14): M_Scalpel_AT {
class GVAR(9m14_penetrator): ammo_Penetrator_Base {
caliber = 60;
warheadName = "HEAT";
hit = 600;
};
// need to have ammo suffix or else game crashes on load
class GVAR(9m14_ammo): M_Scalpel_AT {
aiAmmoUsageFlags = 0;
model = QPATHTOF(data\9m14.p3d);
proxyShape = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
submunitionAmmo = QGVAR(9m14_penetrator);
submunitionDirectionType = "SubmunitionModelDirection";
submunitionInitSpeed = 1000;
submunitionParentSpeedCoef = 0;
submunitionInitialOffset[] = { 0, 0, -0.2 };
hit = 150;
warheadName = "HEAT";
indirectHit = 25;
indirectHitRange = 3.5;
explosive = 0.8;
displayName = CSTRING(9m14_missile);
displayNameShort = CSTRING(9m14_missile);
description = CSTRING(9m14_missile_description);
descriptionShort = CSTRING(9m14_missile_descriptionShort);
effectsMissile = "missile2";
irLock = 0;
laserLock = 0;
manualControl = 0;
maxSpeed = 100;
thrustTime = 3;
thrust = 125;
timeToLive = 40;
initTime = 0;
EGVAR(rearm,caliber) = 178;
class ace_missileguidance {
enabled = 1;
pitchRate = 5; // Minium flap deflection for guidance
yawRate = 5; // Maximum flap deflection for guidance
canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
// Guidance type for munitions
defaultSeekerType = "MCLOS";
seekerTypes[] = { "MCLOS" };
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL" };
defaultNavigationType = "Line";
navigationTypes[] = { "Line" };
lineGainP = 1;
lineGainD = 0;
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 30; // Angle from the shooter's view that can track the missile
seekerAccuracy = 1; // seeker accuracy multiplier
seekerMinRange = 0;
seekerMaxRange = 3000; // Range from the missile which the seeker can visually search
correctionDistance = 0; // distance from center of crosshair where missile slows down
offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair.
// Attack profile type selection
defaultAttackProfile = "WIRE";
attackProfiles[] = {"WIRE"};
};
};
};

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@ -3,7 +3,7 @@ class CfgMagazines {
class GVAR(9m14): 12Rnd_PG_missiles {
count = 1;
initSpeed = 100;
//ammo = QGVAR(9m14);
ammo = QGVAR(9m14_ammo);
displayName = CSTRING(9m14_missile);
displayNameShort = CSTRING(9m14_missile);
descriptionShort = CSTRING(9m14_missile_descriptionShort);

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@ -2,7 +2,7 @@ class CfgWeapons {
class MissileLauncher;
class GVAR(9m14): MissileLauncher {
scope = 2;
//displayName = CSTRING(9m14_missile);
displayName = CSTRING(9m14_missile);
magazines[] = { QGVAR(9m14) };
initSpeed = 100;
autoFire = 0;