class CfgAmmo { class M_Scalpel_AT; class ammo_Penetrator_Base; class GVAR(ammo_Penetrator_HOT1): ammo_Penetrator_Base { caliber = 60; warheadName = "HEAT"; hit = 720; }; class GVAR(ammo_Penetrator_HOT2): ammo_Penetrator_Base { caliber = 65; warheadName = "HEAT"; hit = 900; }; class GVAR(ammo_Penetrator_HOT3): ammo_Penetrator_Base { caliber = 80; warheadName = "TandemHEAT"; hit = 1000; }; class GVAR(HOT1): M_Scalpel_AT { aiAmmoUsageFlags = "128+512"; model = "\A3\Weapons_F_Tank\Launchers\Vorona\Vorona_missile_heat_fly"; proxyShape = "\A3\Weapons_F\Ammo\Missile_AT_03_F"; submunitionAmmo = QGVAR(ammo_Penetrator_HOT1); submunitionDirectionType = "SubmunitionModelDirection"; submunitionInitSpeed = 1000; submunitionParentSpeedCoef = 0; submunitionInitialOffset[] = { 0, 0, -0.2 }; hit = 150; warheadName = "HEAT"; indirectHit = 25; indirectHitRange = 3.5; explosive = 0.8; displayName = CSTRING(hot1); displayNameShort = CSTRING(hot1); description = CSTRING(missileType_Description); descriptionShort = CSTRING(missileType); effectsMissile = "missile2"; irLock = 0; laserLock = 0; manualControl = 0; maxSpeed = 240; thrustTime = 17; thrust = 125; timeToLive = 40; initTime = 0.3; EGVAR(rearm,caliber) = 178; EGVAR(vehicle_damage,incendiary) = 1.0; class ace_missileguidance { enabled = 1; minDeflection = 0; // Minium flap deflection for guidance maxDeflection = 0.0030; // 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 = "SACLOS"; seekerTypes[] = { "SACLOS" }; defaultSeekerLockMode = "LOAL"; seekerLockModes[] = { "LOAL", "LOBL" }; seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos] seekerAngle = 30; // Angle from the shooter's view that can track the missile seekerAccuracy = 1; // seeker accuracy multiplier seekerMinRange = 75; seekerMaxRange = 4000; // Range from the missile which the seeker can visually search correctionDistance = 8; // distance from center of crosshair where missile slows down offsetFromCrosshair[] = { 0, 0, 0.5 }; // where the missile wants to stay in relation to the center of the crosshair. // Attack profile type selection defaultAttackProfile = "WIRE"; attackProfiles[] = {"WIRE"}; }; }; class GVAR(HOT2): GVAR(HOT1) { submunitionAmmo = QGVAR(ammo_Penetrator_HOT2); displayName = CSTRING(hot2); displayNameShort = CSTRING(hot2); class ace_missileguidance: ace_missileguidance { enabled = 1; }; }; class GVAR(HOT2MP): GVAR(HOT2) { aiAmmoUsageFlags = "64+128"; submunitionAmmo = ""; warheadName = "HE"; allowAgainstInfantry = 1; hit = 200; indirectHit = 200; indirectHitRange = 5; explosionEffects = "BombExplosion"; explosive = 0.7; EGVAR(frag,enabled) = 1; EGVAR(frag,metal) = 7100; // 1000 steel balls EGVAR(frag,charge) = 4100; EGVAR(frag,gurney_c) = 2700; EGVAR(frag,gurney_k) = 3/5; EGVAR(frag,classes)[] = {"ACE_frag_small"}; displayName = CSTRING(hot2mp); displayNameShort = CSTRING(hot2mp); description = CSTRING(missileType_Description_AP); EGVAR(vehicle_damage,incendiary) = 0.1; class ace_missileguidance: ace_missileguidance { enabled = 1; }; }; class GVAR(HOT3): GVAR(HOT2) { submunitionAmmo = QGVAR(ammo_Penetrator_HOT3); warheadName = "TandemHEAT"; displayName = CSTRING(hot3); displayNameShort = CSTRING(hot3); class ace_missileguidance: ace_missileguidance { enabled = 1; seekerMaxRange = 4300; }; }; };