class CfgWeapons { class MissileLauncher; class GVAR(9m14): MissileLauncher { displayName = CSTRING(9m14_missile); magazines[] = { QGVAR(9m14) }; initSpeed = 100; autoFire = 0; canLock = 0; weaponLockSystem = 0; lockingTargetSound[] = {"",0,1}; lockedTargetSound[] = {"",0,1}; soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1,1.1,700}; nameSound = "MissileLauncher"; sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\Rockets\missile_1",1.12202,1.3,1000}; soundBegin[] = {"begin1",1}; soundsetshot[] = {"RocketsMedium_Shot_SoundSet"}; }; cursor = "EmptyCursor"; cursorAim = "missile"; showAimCursorInternal = 0; autoReload = 1; magazineReloadTime = 20; }; // dummy weapon meant to allow the ability to shoot "connected" malyutkas class GVAR(9s415_dummy_weapon): MissileLauncher { displayName = CSTRING(9m14_missile); // intended to be 9m14 magazines[] = { QGVAR(9s415_dummy) }; initSpeed = 100; autoFire = 0; canLock = 0; weaponLockSystem = 0; lockingTargetSound[] = {"",0,1}; lockedTargetSound[] = {"",0,1}; soundFly[] = {"",1,1.1,700}; nameSound = ""; sounds[] = {""}; class StandardSound { begin1[] = {"",1.12202,1.3,1000}; soundBegin[] = {"",1}; soundsetshot[] = {""}; }; cursor = "EmptyCursor"; cursorAim = "missile"; showAimCursorInternal = 0; autoReload = 1; magazineReloadTime = 0.2; }; };