class CfgAmmo { class M_NLAW_AT_F; class ACE_NLAW: M_NLAW_AT_F { hit = 400; // Default was 500 indirectHit = 20; // Default was 15 class ace_missileguidance { enabled = 1; pitchRate = 5; // Minium flap deflection for guidance yawRate = 10; // Maximum flap deflection for guidance canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode // Guidance type for munitions defaultSeekerType = QGVAR(seeker); seekerTypes[] = {QGVAR(seeker)}; defaultSeekerLockMode = "LOBL"; seekerLockModes[] = {"LOBL"}; defaultNavigationType = QGVAR(PLOS); navigationTypes[] = { QGVAR(PLOS) }; seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos] seekerAngle = 45; // Angle in front of the missile which can be searched seekerAccuracy = 1; // seeker accuracy multiplier seekerMinRange = 0; seekerMaxRange = 10; // Range from the missile which the seeker can visually search // Attack profile type selection defaultAttackProfile = QGVAR(directAttack); attackProfiles[] = {QGVAR(directAttack), QGVAR(overflyTopAttack)}; useModeForAttackProfile = 1; showHintOnCycle = 1; // Run once at fired event onFired = QFUNC(onFired); }; }; // Sub ammos used in OTA mode (see fnc_seeker.sqf) class ACE_NLAW_Explosion: ACE_NLAW { // Based on FCS-Airburst, will explode right away timeToLive = 0; model = "\A3\weapons_f\empty"; }; class ACE_NLAW_ShapedCharge: ACE_NLAW { // Shaped charge from rocket explosion, no effects timeToLive = 1; model = "\A3\weapons_f\empty"; hit = 750; indirectHit = 0; indirectHitRange = 0; explosionSoundEffect = ""; explosionEffects = ""; CraterEffects = ""; muzzleEffect = ""; }; };