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84 lines
3.1 KiB
C++
84 lines
3.1 KiB
C++
class CfgAmmo {
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class SubmunitionBase;
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class GVAR(ammo_gl): SubmunitionBase {
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model = QPATHTOF(models\ace_pike_ammo.p3d);
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submunitionAmmo = QGVAR(ammo_rocket);
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submunitionCount = 1;
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submunitionConeAngle = 0;
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EGVAR(frag,skip) = 1; // don't frag because this is a scripted ammo
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class Eventhandlers {
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fired = QUOTE(call FUNC(ammoFired));
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};
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};
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class MissileBase;
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class GVAR(ammo_rocket): MissileBase {
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irLock = 0;
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laserLock = 0;
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airLock = 0;
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manualControl = 0;
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timeToLive = 22;
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model = QPATHTOF(models\ace_pike_ammo.p3d);
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maxSpeed = 150; // ~2km in 15sec
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thrust = 19;
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thrustTime = 14;
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initTime = 0;
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airFriction = 0.1;
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hit = 120;
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indirectHit = 10;
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indirectHitRange = 10;
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warheadName = "HE";
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EGVAR(frag,enabled) = 1;
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EGVAR(frag,force) = 1;
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EGVAR(frag,classes)[] = {QEGVAR(frag,tiny_HD)};
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EGVAR(frag,metal) = 200;
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EGVAR(frag,charge) = 270; // ~8x a normal 40mm
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EGVAR(frag,gurney_c) = 2700;
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EGVAR(frag,gurney_k) = "1/2";
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CraterEffects="ExploAmmoCrater";
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explosionEffects="ExploAmmoExplosion";
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effectsMissileInit = "RocketBackEffectsRPG";
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effectsMissile = "missile3";
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SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet", "GrenadeHe_Tail_SoundSet", "Explosion_Debris_SoundSet"};
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soundHit1[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_01", 3.1622777, 1, 1500};
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soundHit2[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_02", 3.1622777, 1, 1500};
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soundHit3[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_03", 3.1622777, 1, 1500};
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soundHit4[] = { "A3\Sounds_F\arsenal\explosives\Grenades\Explosion_gng_grenades_04", 3.1622777, 1, 1500};
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multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25};
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whistleDist=16;
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// Begin ACE guidance Configs
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class ace_missileguidance {
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enabled = 2;
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minDeflection = 0.0005; // Minium flap deflection for guidance
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maxDeflection = 0.0025; // Maximum flap deflection for guidance
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incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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// Guidance type for munitions
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defaultSeekerType = "SALH";
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seekerTypes[] = {"SALH"};
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = {"LOAL"};
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seekerAngle = 90; // Angle in front of the missile which can be searched
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 1;
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seekerMaxRange = 3000; // Range from the missile which the seeker can visually search
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// Attack profile type selection
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defaultAttackProfile = "LIN";
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attackProfiles[] = {"LIN"};
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};
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};
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};
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