class CfgWeapons { class RocketPods; class MissileLauncher; class GVAR(launcher): RocketPods { displayName = "AGM-114K Hellfire II"; GVAR(enabled) = 1; // handle adding interactions and adding Laser Designator EGVAR(laser,canSelect) = 1; // can ace_laser lock (allows switching laser code) EGVAR(laser,showHud) = 1; // show attack profile / lock on hud magazines[] = {"6Rnd_ACE_Hellfire_AGM114K", "PylonMissile_1Rnd_ACE_Hellfire_AGM114K", "PylonRack_1Rnd_ACE_Hellfire_AGM114K", "PylonRack_3Rnd_ACE_Hellfire_AGM114K", "PylonRack_4Rnd_ACE_Hellfire_AGM114K"}; magazineWell[] += {QGVAR(K)}; 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; }; class GVAR(launcher_N): GVAR(launcher) { displayName = "AGM-114N Hellfire II"; magazines[] = {"6Rnd_ACE_Hellfire_AGM114N", "PylonMissile_1Rnd_ACE_Hellfire_AGM114N", "PylonRack_1Rnd_ACE_Hellfire_AGM114N", "PylonRack_3Rnd_ACE_Hellfire_AGM114N", "PylonRack_4Rnd_ACE_Hellfire_AGM114N"}; magazineWell[] += {QGVAR(N)}; }; class GVAR(launcher_L): GVAR(launcher) { displayName = "AGM-114L Hellfire ""Longbow"""; magazines[] = {"6Rnd_ACE_Hellfire_AGM114L", "PylonMissile_1Rnd_ACE_Hellfire_AGM114L", "PylonRack_1Rnd_ACE_Hellfire_AGM114L", "PylonRack_3Rnd_ACE_Hellfire_AGM114L", "PylonRack_4Rnd_ACE_Hellfire_AGM114L"}; magazineWell[] += {QGVAR(L)}; EGVAR(laser,showHud) = 1; // Just to show the attack profile EGVAR(laser,canSelect) = 0; 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; // vanilla weapon lock systems weaponLockSystem = 8; cmImmunity = 0.9; lockAcquire = 0; weaponLockDelay = 0.1; canLock = 2; }; };