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more tweaks
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@ -26,7 +26,7 @@ class CfgAmmo {
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navigationTypes[] = { "AugmentedProportionalNavigation" };
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navigationTypes[] = { "AugmentedProportionalNavigation" };
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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 = 45; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 0.8; // seeker accuracy multiplier
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seekerAccuracy = 0.8; // seeker accuracy multiplier
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seekerMinRange = 75;
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seekerMinRange = 75;
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@ -65,7 +65,7 @@ class CfgAmmo {
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navigationTypes[] = { "AugmentedProportionalNavigation" };
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navigationTypes[] = { "AugmentedProportionalNavigation" };
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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 = 60; // Angle from the shooter's view that can track the missile
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seekerAngle = 120; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 0.95; // seeker accuracy multiplier
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seekerAccuracy = 0.95; // seeker accuracy multiplier
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seekerMinRange = 75;
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seekerMinRange = 75;
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@ -63,7 +63,7 @@ if (isNull _trackingTarget) then {
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if (TRACK_ON_PAUSE || {accTime > 0 && !isGamePaused}) then {
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if (TRACK_ON_PAUSE || {accTime > 0 && !isGamePaused}) then {
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// If there are flares nearby, check if they will confuse missile
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// If there are flares nearby, check if they will confuse missile
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private _nearby = _trackingTarget nearObjects 50;
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private _nearby = _trackingTarget nearObjects _flareDistanceFilter;
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_nearby = _nearby select {
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_nearby = _nearby select {
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// 2 = IR blocking
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// 2 = IR blocking
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private _blocking = configOf _x >> "weaponLockSystem";
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private _blocking = configOf _x >> "weaponLockSystem";
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