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AlexVestin

AV_FGM148 (CfgAmmo)

Nov 13th, 2013
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  1. class CfgAmmo
  2. {
  3. class MissileCore;
  4. class av_M_fgm148_AT: MissileCore
  5. {
  6. model = "\AV_Weapons\FGM148\fgm148_missile";
  7.  
  8. hit = 850;
  9. indirectHit = 100;
  10. indirectHitRange = 4;
  11.  
  12. irLock = 1;
  13. laserLock = 1;
  14. nvLock = 0;
  15. airLock = 0;
  16. lockSeekRadius = 3;
  17. autoSeekTarget = 0;
  18. lockType = [0];
  19. allowAgainstInfantry = 0;
  20.  
  21. airFriction = 0.2;
  22. sideAirFriction = 0.1;
  23. trackOversteer = 1;
  24. trackLead = 1;
  25. maxSpeed = 460;
  26. manualControl = 0;
  27. maneuvrability = 32;
  28. maxControlRange = 4000;
  29.  
  30. fuseDistance = 4.1;
  31. thrust = 65;
  32. thrustTime = 25;
  33. initTime = 0.3;
  34.  
  35. timeToLive = 60;
  36. whistleDist = 4;
  37. deflecting = 0;
  38. simulationStep = 0.001;
  39. cmImmunity = 0.9;
  40. cost = 10000;
  41. /////////////////////////////////////////////////////////////////////////////
  42. soundHit1[] = {"A3\Sounds_F\weapons\Explosion\explosion_antitank_1",5.623413,1,1800};
  43. soundHit2[] = {"A3\Sounds_F\weapons\Explosion\explosion_antitank_2",5.623413,1,1800};
  44. //
  45. multiSoundHit[] = {"soundHit1",0.5,"soundHit2",0.5};
  46. //
  47. soundFly[] = {"Ca\sounds\Weapons\explosions\rocket_fly1",0.1,1.5,400};
  48. soundEngine[] = {"Ca\sounds\Weapons\explosions\noise",0.0031622776,1,50};
  49. //
  50. explosionSoundEffect = "DefaultExplosion";
  51. supersonicCrackNear[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_close",1,1,100};
  52. supersonicCrackFar[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_50meters",1,1,250};
  53. /////////////////////////////////////////////////////////////////////////////
  54. class HitEffects
  55. {
  56. hitWater = "ImpactEffectsWaterRocket";
  57. };
  58. muzzleEffect = "BIS_fnc_effectFiredRocket";
  59. //
  60. CraterEffects = "ATMissileCrater";
  61. //
  62. explosionEffects = "ATMissileExplosion";
  63. //
  64. effectsMissileInit = "RocketBackEffectsRPG";
  65. effectsMissile = "missile3";
  66. //
  67. EffectFly = ""; //Needed at all?
  68. };
  69. };
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