class CfgVehicles { class All; class LaserTarget: All { // @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!? model = "\A3\Weapons_F\empty.p3d"; destrType = "DestructNo"; simulation = "LaserTarget"; class EventHandlers { init = QUOTE(_this call FUNC(laser_init)); }; }; // Visual laserTarget override class ACE_LaserTarget_Visual : LaserTarget { simulation = "LaserTarget"; model = "\A3\Weapons_f\laserTgt.p3d"; }; // Vehicle lockable configurations class AllVehicles; class Air: AllVehicles { class Turrets; }; class Helicopter: Air { class Turrets { class MainTurret; }; }; class Helicopter_Base_F: Helicopter {}; class Heli_Attack_01_base_F: Helicopter_Base_F {}; class B_Heli_Attack_01_F: Heli_Attack_01_base_F { class Turrets: Turrets { class MainTurret: MainTurret { GVAR(CanLockLaser) = 1; // Enable laser locking selection }; }; }; };