ACE3/addons/nlaw/CfgAmmo.hpp
PabstMirror 49374feb2a NLAW - Predicted Line Of Sight Guidance and Overfly Attack Mode (#4791)
* NLAW Prototype

* Make AI Compatible

* Add Overfly Top Attack Mode

* Limit Max Deflection

* Base prediction on AI skill

* Generic cycle attack profile key for missile guidance

* Add hint for weapons without huds

* Configure for attack cycle key

* Finish OTA ammo effects

* Cleanup

* Arm at 20m

* Disable Debug

* No models for short lived sub-ammos

* Fix Korean strings

* Change AI randomization to use skillFinal

* Add wiki doc for nlaw

* Cleanup

* Cleanup

* Cleanup
2017-06-02 16:51:20 -05:00

56 lines
2.0 KiB
C++

class CfgAmmo {
class M_NLAW_AT_F;
class ACE_NLAW: M_NLAW_AT_F {
hit = 400; // Default was 500
indirectHit = 20; // Default was 15
class ace_missileguidance {
enabled = 1;
minDeflection = 0.0005; // Minium flap deflection for guidance
maxDeflection = 0.01; // 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 = QGVAR(seeker);
seekerTypes[] = {QGVAR(seeker)};
defaultSeekerLockMode = "LOBL";
seekerLockModes[] = {"LOBL"};
seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 45; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
seekerMinRange = 0;
seekerMaxRange = 10; // Range from the missile which the seeker can visually search
// Attack profile type selection
defaultAttackProfile = QGVAR(directAttack);
attackProfiles[] = {QGVAR(directAttack), QGVAR(overflyTopAttack)};
showHintOnCycle = 1;
// Run once at fired event
onFired = QFUNC(onFired);
};
};
// Sub ammos used in OTA mode (see fnc_seeker.sqf)
class ACE_NLAW_Explosion: ACE_NLAW { // Based on FCS-Airburst, will explode right away
timeToLive = 0;
model = "";
};
class ACE_NLAW_ShapedCharge: ACE_NLAW { // Shaped charge from rocket explosion, no effects
timeToLive = 1;
model = "";
hit = 750;
indirectHit = 0;
indirectHitRange = 0;
explosionSoundEffect = "";
explosionEffects = "";
CraterEffects = "";
muzzleEffect = "";
};
};