ACE3/addons/dragon/CfgWeapons.hpp
Brandon Danyluk abe2ce2f6f Implement M47 Dragon (#6773)
* abc

* Revert "abc"

This reverts commit bcb4214bd9.

* Update to current commit

* Ports over NouberNou's dragon guidance

* Add Dragon model

* Make the Dragon CSW capable

* Fix bugs regarding argument order

* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust

* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes

* Adjust model to reflect real-life one

* Add attackProfile and guidanceProfile onFired functions

* Change Dragon "onFired" to reflect missileGuidance changes

* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics

* Add sight description

* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.

* Add feature wiki page.

* Fix picture issues

* Remove Dragon manual

* add missing semi-colon

* Tweak damage values. Fix formatting. Add lazy evaluation where applicable

* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code

* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges

* hpp newline fixes. Case sensitivity for model and rvmat references

* Update Wiki dependencies

* Revert "Update Wiki dependencies"

This reverts commit efc298c481.

* fix dependency component

* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness

* get rid of the optic for the base dragon. fucking bi configs not making sense

* Lock non-useable dragon on initialization

* Add model.cfg for animations

* Fix formatting. Fix M47 Dragon Optic zoom

* Change LOD selection names

* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"

* Re-update indentation of model.cfg

* Path fix. Whitespace fix

* Sight attach/detach on same vehicle

* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens

* disable debug

* Add EOF

* Maybe finally fix EOF problem
2019-06-07 23:48:37 -05:00

91 lines
2.5 KiB
C++

class CfgWeapons {
class launch_Titan_base;
class Launcher_Base_F;
class missiles_titan;
class Binocular;
class Default;
class missiles_titan_static: missiles_titan {
class WeaponSlotsInfo;
};
class launch_Titan_F: launch_Titan_base {
class WeaponSlotsInfo;
};
class GVAR(super): launch_Titan_F {
model = QPATHTOF(models\ace_m47_magazine.p3d);
picture = QPATHTOF(data\m47_dragon_item_ca.paa);
magazines[] = {};
displayName = CSTRING(dragonName);
descriptionShort = CSTRING(dragonDescription);
scope = 2;
class ACE_CSW {
type = "mount";
deployTime = 2;
pickupTime = 2;
deploy = QGVAR(staticBase);
};
class WeaponSlotsInfo: WeaponSlotsInfo {
mass = 253;
};
modes[] = {};
};
class GVAR(superStatic): missiles_titan_static {
EGVAR(overpressure,angle) = 90;
EGVAR(overpressure,range) = 30;
EGVAR(overpressure,damage) = 0.85;
initSpeed = 120;
displayName = CSTRING(dragonName);
descriptionShort = CSTRING(dragonDescription);
magazines[] = { QGVAR(super) };
};
// need a weapon in order to rotate turret
class GVAR(dummyStatic): Default {
cursor = "";
cursorAim = "";
scope = 1;
displayName = CSTRING(dragonName);
reloadTime = 0;
canLock = 0;
optics = 0;
enableAttack = 0;
};
class GVAR(sight): Binocular {
displayName = CSTRING(sightName);
model = QPATHTOF(models\ace_m47_optic.p3d);
picture = QPATHTOF(data\m47_daysight_item_ca.paa);
optics = 1;
weaponInfoType = "RscWeaponEmpty";
modelOptics = QPATHTOF(models\optics_m47);
reloadaction = "";
showSwitchAction = 1;
useAsBinocular = 1;
uipicture = "";
descriptionShort = CSTRING(sightDescription);
ace_disposable = 0;
magazines[] = {};
type = 4096;
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
opticsZoomMin = 0.055;
opticsZoomMax = 0.055;
scope = 2;
class ACE_CSW {
type = "weapon";
deployTime = 2;
pickupTime = 1;
class assembleTo {
GVAR(super_noSight) = QGVAR(super_sight);
};
};
class WeaponSlotsInfo {
mass = 68;
};
};
};