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- class rhs_ammo_fim92_missile: M_Titan_AA
- airLock=2; //Can target air units ONLY
- audibleFire=32; //How much can AI hear when fired
- cmImmunity=0.94999999; //resistance to countermeasures
- cost=1000; //AI Cost-gain evaluation
- CraterEffects="AAMissileCrater";
- deleteParentWhenTriggered=0; //Don't delete parent (first) munition
- effectsMissile="RHS_FIM92_Fired"; //Smoke trail
- effectsMissileInit="RocketBackEffectsRPG"; //Smoke engine fire
- explosive=1; //% damage caused by the explosion(0.0~ - 1)
- fuseDistance=50; //Fuze activates after X
- hit=60; //damage done on impact at typical speed
- indirectHit=55; //damage done on near miss
- indirectHitRange=8;
- //near miss range (meters) where 100% indirectHit is done
- //degrads at 4xdistance linearly
- initTime=0.25; //Time for engine to start after launch
- irLock=1; //Can lock vehicles with irTarget=1
- maneuvrability=34;
- //30-33+ causes the missile to spin wildly and miss
- //Tweaking sideAirFriction+simulationStep makes the missile
- //track and hit it's target, but (especially in multiplayer)
- //from other player's POV the missile will spin out of control,
- //whilst from the shooters own POV, it will still fly straight
- //and hit it's target.
- maxcontrolrange=7000; //Distance where control is lost
- maxSpeed=750; //In m/s
- missileKeepLockedCone=70; //FOV for tracker
- missileLockCone=12; //(probably)FOV for missile to re-lock
- missileLockMaxDistance=6500; //Max lock distance from Launcher to target
- missileLockMaxSpeed=333; //Max speed of target where lock can be maintained (m/s)
- missileLockMinDistance=300; //Minimum distance for lock
- proximityExplosionDistance=10; //(no documentation)
- sideairfriction=0.079999998; //Air resistance (higher = easy turn)
- simulationStep=0.001; //(no documentation)
- submunitionAmmo="rhs_ammo_he_fragments"; //fragments created on detonation
- submunitionConeAngle=65; //Spread of fragments
- submunitionDirectionType="SubmunitionTargetDirection"; //Retains missile velocity
- submunitionInitSpeed=1500; //Initial fragment speed (m/s)
- submunitionParentSpeedCoef=0; //Speed retained from missile
- thrust=325; //Engine power (physx thrust)
- thrustTime=4.9000001; //Seconds of thrust
- timeToLive=15; //Maximum life of missile before detonation
- trackLead=0.60000002; //% smart (predictive) vs dumb tracking
- trackOversteer=0.94999999; //Simulates manoeuvering errors
- triggerOnImpact=1; //Deploy ammo after impact
- weaponLockSystem="2 + 16";
- //2 = Infra-red
- //16 = Missile
- whistleDist=16; //Range at which missile travel sound can be heard
- submunitionConeType[]= //describes pattern of ammo
- "randomcenter", //distribution function
- 30 //number of ammo (fragments?)
- class Components: Components
- class SensorsManagerComponent
- class Components
- class IRSensorComponent: SensorTemplateIR
- class AirTarget
- minRange=500; //AI range
- maxRange=6500; //AI range
- objectDistanceLimitCoef=-1;
- // -1 if undef; coefficient, multiplies current object view
- //distance as set in player's options. -1 means object view
- //distance is not used to limit sensor range.
- viewDistanceLimitCoef=1; //range not limited by view distance
- class GroundTarget
- minRange=500; //AI range
- maxRange=1000; //AI range
- objectDistanceLimitCoef=1; //as above
- viewDistanceLimitCoef=1; //range not limited by view distance
- typeRecognitionDistance=-1; //distance how far the target type gets recognized
- angleRangeHorizontal=35; //Sensor horizontal coverage /360
- angleRangeVertical=35; //Sensor vertical coverage /360
- groundNoiseDistanceCoef=0.02;
- // if distance between vehicle and ground in the direction of the target is 1km
- //then the target won't be detected as long as it stays less than 100m close to
- //the ground background
- maxGroundNoiseDistance=40;
- //distance from the ground in meters, hard cap, above which the target will be
- //visible even if still below groundNoiseDistanceCoef
- minSpeedThreshold=0;
- //Target speed in m/s above which the target will start to become visible even
- //if below groundNoiseDistanceCoef.
- maxSpeedThreshold=-1;
- //target speed above which the target becomes visible even if below
- //groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold.
- maxFogSeeThrough=0.80000001; //Higher = less affected by fog
- minTrackableSpeed=0; //Minimum speed (m/s) of the target that can be detected.
- maxTrackableSpeed=330; //Maximum speed (m/s) of the target that can be detected.
- minTrackableATL=20; //Minimum altitude above terrain level that can be detected.
- maxTrackableATL=4000; //Maximum altitude above terrain level that can be detected.
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