ACE3/addons/hellfire/CfgAmmo.hpp
Tim Beswick 597f439654 Changed hellfire interaction check & added N variant (#5294)
* Changed weapon check for interaction to generic ace_hellfire_enabled value

* Added November hellfire variant

* Cleanup

* +1
2017-07-10 16:49:10 +02:00

71 lines
2.4 KiB
C++

class CfgAmmo {
class M_PG_AT;
class ACE_Hellfire_AGM114K: M_PG_AT {
displayName = "AGM-114K";
displayNameShort = "AGM-114K";
description = "AGM-114K";
descriptionShort = "AGM-114K";
model = "\A3\Weapons_F\Ammo\Missile_AT_03_fly_F";
proxyShape = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
hit = 1400;
indirectHit = 71;
indirectHitRange = 4.5;
effectsMissile = "missile2";
irLock = 0;
laserLock = 0;
manualControl = 0;
maxSpeed = 450;
thrustTime = 2.5; // motor burn 2-3 sec
thrust = 250;
timeToLive = 40;
EGVAR(rearm,caliber) = 178;
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 = "SALH";
seekerTypes[] = { "SALH", "LIDAR", "SARH", "Optic", "Thermal", "GPS", "SACLOS", "MCLOS" };
defaultSeekerLockMode = "LOAL";
seekerLockModes[] = { "LOAL", "LOBL" };
seekLastTargetPos = 1; // seek last target position [if seeker loses LOS of target, continue to last known pos]
seekerAngle = 70; // Angle in front of the missile which can be searched
seekerAccuracy = 1; // seeker accuracy multiplier
seekerMinRange = 1;
seekerMaxRange = 5000; // Range from the missile which the seeker can visually search
// Attack profile type selection
defaultAttackProfile = "hellfire";
attackProfiles[] = {"hellfire", "hellfire_hi", "hellfire_lo"};
};
};
class ACE_Hellfire_AGM114N: ACE_Hellfire_AGM114K {
displayName = "AGM-114N";
displayNameShort = "AGM-114N";
description = "AGM-114N";
descriptionShort = "AGM-114N";
hit = 1100;
indirectHit = 200;
indirectHitRange = 10;
explosionEffects = "BombExplosion";
class ace_missileguidance: ace_missileguidance {
enabled = 1; // Missile Guidance must be explicitly enabled
};
};
};