class CfgAmmo { class SubmunitionBase; class GVAR(ammo_gl): SubmunitionBase { model = QPATHTOF(models\ace_pike_ammo.p3d); submunitionAmmo = QGVAR(ammo_rocket); submunitionCount = 1; submunitionConeAngle = 0; EGVAR(frag,skip) = 1; // don't frag because this is a scripted ammo class Eventhandlers { fired = QUOTE(call FUNC(ammoFired)); }; }; class MissileBase; class GVAR(ammo_rocket): MissileBase { irLock = 0; laserLock = 0; airLock = 0; manualControl = 0; timeToLive = 22; model = QPATHTOF(models\ace_pike_ammo.p3d); maxSpeed = 150; // ~2km in 15sec thrust = 19; thrustTime = 14; initTime = 0; airFriction = 0.1; hit = 120; indirectHit = 10; indirectHitRange = 10; warheadName = "HE"; EGVAR(frag,enabled) = 1; EGVAR(frag,force) = 1; EGVAR(frag,classes)[] = {QEGVAR(frag,tiny_HD)}; EGVAR(frag,metal) = 200; EGVAR(frag,charge) = 270; // ~8x a normal 40mm EGVAR(frag,gurney_c) = 2700; EGVAR(frag,gurney_k) = "1/2"; CraterEffects="ExploAmmoCrater"; explosionEffects="ExploAmmoExplosion"; effectsMissileInit = "RocketBackEffectsRPG"; effectsMissile = "missile3"; SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet", "GrenadeHe_Tail_SoundSet", "Explosion_Debris_SoundSet"}; soundHit1[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_01", 3.1622777, 1, 1500}; soundHit2[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_02", 3.1622777, 1, 1500}; soundHit3[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_03", 3.1622777, 1, 1500}; soundHit4[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_04", 3.1622777, 1, 1500}; multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25}; whistleDist=16; // Begin ACE guidance Configs class ace_missileguidance { enabled = 2; minDeflection = 0.0005; // Minium flap deflection for guidance maxDeflection = 0.0025; // Maximum flap deflection for guidance incDeflection = 0.0005; // The incrmeent in which deflection adjusts. canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode // Guidance type for munitions defaultSeekerType = "SALH"; seekerTypes[] = {"SALH"}; defaultSeekerLockMode = "LOAL"; seekerLockModes[] = {"LOAL"}; seekerAngle = 90; // Angle in front of the missile which can be searched seekerAccuracy = 1; // seeker accuracy multiplier seekerMinRange = 1; seekerMaxRange = 3000; // Range from the missile which the seeker can visually search // Attack profile type selection defaultAttackProfile = "LIN"; attackProfiles[] = { "LIN" }; }; }; };