class CfgAmmo { class M_Scalpel_AT; class ammo_Penetrator_Base; class GVAR(9s415_dummy_ammo): M_Scalpel_AT { aiAmmoUsageFlags = 0; model = ""; proxyShape = ""; effectsMissile = ""; }; class GVAR(9m14_penetrator): ammo_Penetrator_Base { caliber = 60; warheadName = "HEAT"; hit = 600; }; // need to have ammo suffix or else game crashes on load class GVAR(9m14_ammo): M_Scalpel_AT { aiAmmoUsageFlags = 0; model = QPATHTOF(data\9m14.p3d); proxyShape = "\A3\Weapons_F\Ammo\Missile_AT_03_F"; submunitionAmmo = QGVAR(9m14_penetrator); 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(9m14_missile); displayNameShort = CSTRING(9m14_missile); description = CSTRING(9m14_missile_description); descriptionShort = CSTRING(9m14_missile_descriptionShort); effectsMissile = "missile2"; irLock = 0; laserLock = 0; manualControl = 0; maxSpeed = 100; thrustTime = 3; thrust = 125; timeToLive = 40; initTime = 0; EGVAR(rearm,caliber) = 178; class ace_missileguidance { enabled = 1; pitchRate = 15; // Minium flap deflection for guidance yawRate = 15; // Maximum flap deflection for guidance canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode showTrail = 1; // Guidance type for munitions defaultSeekerType = "MCLOS"; seekerTypes[] = { "MCLOS" }; defaultSeekerLockMode = "LOAL"; seekerLockModes[] = { "LOAL" }; defaultNavigationType = "Line"; navigationTypes[] = { "Line" }; lineGainP = 5; lineGainD = 0; 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 = 0; seekerMaxRange = 3000; // Range from the missile which the seeker can visually search correctionDistance = 0; // distance from center of crosshair where missile slows down offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair. // Attack profile type selection defaultAttackProfile = "WIRE"; attackProfiles[] = {"WIRE"}; }; }; };