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https://github.com/acemod/ACE3.git
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82 lines
3.2 KiB
C++
82 lines
3.2 KiB
C++
class CfgAmmo {
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class M_Vorona_HEAT;
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class GVAR(HEAT): M_Vorona_HEAT {
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manualControl = 0;
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irLock = 0;
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laserLock = 0;
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airLock = 0;
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lockType = 0;
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class ace_missileguidance {
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enabled = 1;
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minDeflection = 0; // Minium flap deflection for guidance
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maxDeflection = 0.0027; // 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 = "SACLOS";
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seekerTypes[] = { "SACLOS" };
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL", "LOBL" };
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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 15; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 80;
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seekerMaxRange = 2000; // Range from the missile which the seeker can visually search
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correctionDistance = 3; // distance from center of crosshair where missile slows down
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offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair.
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// Attack profile type selection
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defaultAttackProfile = "WIRE";
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attackProfiles[] = {"WIRE"};
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};
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};
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class M_Vorona_HE;
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class GVAR(HE): M_Vorona_HE {
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manualControl = 0;
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irLock = 0;
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laserLock = 0;
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airLock = 0;
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lockType = 0;
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class ace_missileguidance {
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enabled = 1;
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minDeflection = 0; // Minium flap deflection for guidance
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maxDeflection = 0.0027; // 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 = "SACLOS";
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seekerTypes[] = { "SACLOS" };
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL", "LOBL" };
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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 15; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 80;
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seekerMaxRange = 2000; // Range from the missile which the seeker can visually search
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correctionDistance = 3; // distance from center of crosshair where missile slows down
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offsetFromCrosshair[] = { 0, 0, 0 }; // where the missile wants to stay in relation to the center of the crosshair.
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// Attack profile type selection
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defaultAttackProfile = "WIRE";
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attackProfiles[] = {"WIRE"};
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};
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};
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};
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