class CfgWeapons { class weapon_AMRAAMLauncher; class MissileLauncher; class GVAR(aim120Launcher): weapon_AMRAAMLauncher { author = "Brandon (TCVM)"; displayName = CSTRING(aim120); weaponLockDelay = 0.5; magazines[] = { QGVAR(a), QGVAR(PylonRack_1Rnd_a), QGVAR(PylonMissile_1Rnd_a), QGVAR(c), QGVAR(PylonMissile_Missile_c_x1), QGVAR(PylonRack_Missile_c_x1), QGVAR(PylonRack_Missile_c_x2), QGVAR(PylonMissile_Missile_d_x1), QGVAR(PylonMissile_Missile_d_INT_x1), QGVAR(PylonRack_Missile_d_x1), QGVAR(PylonRack_Missile_d_x2) }; modes[] = {"Direct", "Loft"}; class Direct: MissileLauncher { displayName = CSTRING(direct); textureType = "direct"; reloadTime = 0.1; magazineReloadTime = 0.1; aiRateOfFire = 15; aiRateOfFireDispersion = -10; aiRateOfFireDistance = 10000; minRange = 800; minRangeProbab = 0.5; midRange = 2500; midRangeProbab = 0.95; maxRange = 4000; maxRangeProbab = 1; sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\Rockets\missile_2", 1.12202, 1.3, 1000}; soundBegin[] = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1", 1, 1.5, 700}; lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.562341, 1}; lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.562341, 2.5}; EGVAR(missileGuidance,attackProfile) = "DIR"; }; class Loft: Direct { displayName = CSTRING(loft); textureType = "topdown"; minRange = 4000; minRangeProbab = 0.5; midRange = 7000; midRangeProbab = 0.95; maxRange = 13000; maxRangeProbab = 1; EGVAR(missileGuidance,attackProfile) = "LOFT"; }; }; class weapon_R77Launcher; class GVAR(r77Launcher): weapon_R77Launcher { author = "Brandon (TCVM)"; displayName = CSTRING(r77); weaponLockDelay = 0.5; magazines[] = {QGVAR(r77), QGVAR(PylonMissile_Missile_R77_x1), QGVAR(PylonMissile_Missile_R77__INT_x1)}; modes[] = {"Direct", "Loft"}; class Direct: MissileLauncher { displayName = CSTRING(direct); textureType = "direct"; reloadTime = 0.1; magazineReloadTime = 0.1; aiRateOfFire = 15; aiRateOfFireDispersion = -10; aiRateOfFireDistance = 10000; minRange = 800; minRangeProbab = 0.5; midRange = 2500; midRangeProbab = 0.95; maxRange = 4000; maxRangeProbab = 1; sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\Rockets\missile_2", 1.12202, 1.3, 1000}; soundBegin[] = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1", 1, 1.5, 700}; lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.562341, 1}; lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.562341, 2.5}; EGVAR(missileGuidance,attackProfile) = "DIR"; }; class Loft: Direct { displayName = CSTRING(loft); textureType = "topdown"; minRange = 4000; minRangeProbab = 0.5; midRange = 7000; midRangeProbab = 0.95; maxRange = 13000; maxRangeProbab = 1; EGVAR(missileGuidance,attackProfile) = "LOFT"; }; }; };