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fix game crashing on load
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@ -2,8 +2,82 @@ class CfgAmmo {
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class M_Scalpel_AT;
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class M_Scalpel_AT;
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class ammo_Penetrator_Base;
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class ammo_Penetrator_Base;
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class GVAR(9m14): M_Scalpel_AT {
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class GVAR(9m14_penetrator): ammo_Penetrator_Base {
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caliber = 60;
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warheadName = "HEAT";
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hit = 600;
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};
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// need to have ammo suffix or else game crashes on load
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class GVAR(9m14_ammo): M_Scalpel_AT {
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aiAmmoUsageFlags = 0;
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model = QPATHTOF(data\9m14.p3d);
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proxyShape = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
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submunitionAmmo = QGVAR(9m14_penetrator);
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submunitionDirectionType = "SubmunitionModelDirection";
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submunitionInitSpeed = 1000;
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submunitionParentSpeedCoef = 0;
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submunitionInitialOffset[] = { 0, 0, -0.2 };
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hit = 150;
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warheadName = "HEAT";
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indirectHit = 25;
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indirectHitRange = 3.5;
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explosive = 0.8;
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displayName = CSTRING(9m14_missile);
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displayNameShort = CSTRING(9m14_missile);
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description = CSTRING(9m14_missile_description);
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descriptionShort = CSTRING(9m14_missile_descriptionShort);
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effectsMissile = "missile2";
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irLock = 0;
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laserLock = 0;
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manualControl = 0;
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maxSpeed = 100;
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thrustTime = 3;
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thrust = 125;
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timeToLive = 40;
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initTime = 0;
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EGVAR(rearm,caliber) = 178;
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class ace_missileguidance {
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enabled = 1;
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pitchRate = 5; // Minium flap deflection for guidance
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yawRate = 5; // Maximum flap deflection for guidance
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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 = "MCLOS";
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seekerTypes[] = { "MCLOS" };
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL" };
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defaultNavigationType = "Line";
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navigationTypes[] = { "Line" };
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lineGainP = 1;
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lineGainD = 0;
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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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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 0;
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seekerMaxRange = 3000; // Range from the missile which the seeker can visually search
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correctionDistance = 0; // distance from center of crosshair where missile slows down
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offsetFromCrosshair[] = { 0, 0, 0 }; // 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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defaultAttackProfile = "WIRE";
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attackProfiles[] = {"WIRE"};
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};
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};
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};
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};
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};
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@ -3,7 +3,7 @@ class CfgMagazines {
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class GVAR(9m14): 12Rnd_PG_missiles {
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class GVAR(9m14): 12Rnd_PG_missiles {
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count = 1;
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count = 1;
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initSpeed = 100;
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initSpeed = 100;
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//ammo = QGVAR(9m14);
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ammo = QGVAR(9m14_ammo);
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displayName = CSTRING(9m14_missile);
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displayName = CSTRING(9m14_missile);
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displayNameShort = CSTRING(9m14_missile);
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displayNameShort = CSTRING(9m14_missile);
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descriptionShort = CSTRING(9m14_missile_descriptionShort);
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descriptionShort = CSTRING(9m14_missile_descriptionShort);
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@ -2,7 +2,7 @@ class CfgWeapons {
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class MissileLauncher;
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class MissileLauncher;
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class GVAR(9m14): MissileLauncher {
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class GVAR(9m14): MissileLauncher {
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scope = 2;
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scope = 2;
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//displayName = CSTRING(9m14_missile);
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displayName = CSTRING(9m14_missile);
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magazines[] = { QGVAR(9m14) };
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magazines[] = { QGVAR(9m14) };
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initSpeed = 100;
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initSpeed = 100;
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autoFire = 0;
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autoFire = 0;
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