--- layout: wiki title: Hellfire description: AGM-114K Hellfire Missiles group: feature category: equipment parent: wiki mod: ace version: major: 3 minor: 10 patch: 0 --- ## 1. Overview ### 1.1 AGM-114K/N Guidance The AGM-114K/N Hellfire is a semi-active laser guided weapon. It requires an observer (either the launch platform or an external source) to provide laser designation. ### 1.2 AGM-114L Guidance The AGM-114L Hellfire is an active-radar homing guided weapon. It is fire and forget as long as you lock a target initially. This does not require an external laser designation The missile uses an external radar source to guide the missile towards the target. If this radar lock is dropped or if it gets within range of the target, it switches to an internal radar to guide itself for the terminal phase. ### 1.3 Attack profiles Missile does not need line of sight to target when fired and can Lock-On-After-Launch (can also delay lasing target). This and the attack profile used will effect missile's flight and max altitude. - LOBL: Lock-On-Before-Launch, standard top attack. - LOAL-DIR: Missile flies with a low altitude until acquiring a laser. - LOAL-LOW: Missile immediately gains ~90m altitude. - LOAL-HI: Missile immediately gains ~300m altitude. ## 2.1 AGM-114K/N Usage - Switching to the hellfire weapon will show additional information about the weapon in weapon status display. - Shows: lock mode, laser code and a laser receiver indicator. E.G. `LOAL-DIR CODE: 1111` - Laser receiver indicator turns red when it detects a laser pulse set the the current code. - Cycle attack profiles with vehicle's ACE3 Interaction Menu or with the missile guidance "Cycle Fire Mode" keybind (default: Ctrl + Tab) ## 2.2 AGM-114L Usage - Switching to the hellfire weapon will show additional information about the weapon in weapon status display. - Shows: lock mode. E.G. `LOAL-HI` - Cycle attack profiles with vehicle's ACE3 Interaction Menu or with the missile guidance "Cycle Fire Mode" keybind (default: Ctrl + Tab) - Lock onto a target using the default ARMA targeting (default: T) - Once you fire the missile you can either stay locked on or abandon the lock and let the missile guide itself ## 3 Adding to vehicles - Easiest way to add is via the 1.70 Pylons system. - Hellfires can also be added to other vehicles via config or script. ### 3.1 Classnames - Weapon: `ace_hellfire_launcher` - Magazines: `6Rnd_ACE_Hellfire_AGM114K` - Pylon Magazines: `PylonMissile_1Rnd_ACE_Hellfire_AGM114K`, `PylonRack_1Rnd_ACE_Hellfire_AGM114K`, `PylonRack_3Rnd_ACE_Hellfire_AGM114K`, `PylonRack_4Rnd_ACE_Hellfire_AGM114K` ### 3.2 Script Example - Adding hellfires to the Cessna Civilian Plane: ``` if (local this) then { this addWeaponTurret ["ace_hellfire_launcher", [-1]]; this addMagazineTurret ["6Rnd_ACE_Hellfire_AGM114K", [-1]]; }; ``` ## 4 Automaticly adding a laser designator - Can automaticly add a laser designator if hellfire launcher is present - Ideal for pylon dynamic loadouts ```cpp class myChopper: HeliBase { ace_hellfire_addLaserDesignator = 1; }; ``` ## 5. Dependencies {% include dependencies_list.md component="hellfire" %}