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Lukegotjellyfihs

RHS Stinger cfg

Aug 15th, 2020 (edited)
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  1.     class rhs_ammo_fim92_missile: M_Titan_AA
  2.         airLock=2;                    //Can target air units ONLY
  3.         audibleFire=32;               //How much can AI hear when fired
  4.         cmImmunity=0.94999999;        //resistance to countermeasures
  5.         cost=1000;                    //AI Cost-gain evaluation
  6.         CraterEffects="AAMissileCrater";
  7.         deleteParentWhenTriggered=0;       //Don't delete parent (first) munition
  8.         effectsMissile="RHS_FIM92_Fired";  //Smoke trail
  9.         effectsMissileInit="RocketBackEffectsRPG";  //Smoke engine fire
  10.         explosive=1;                  //% damage caused by the explosion(0.0~ - 1)
  11.         fuseDistance=50;              //Fuze activates after X
  12.         hit=60;                       //damage done on impact at typical speed
  13.         indirectHit=55;               //damage done on near miss
  14.         indirectHitRange=8;
  15.           //near miss range (meters) where 100% indirectHit is done
  16.           //degrads at 4xdistance linearly
  17.         initTime=0.25;                //Time for engine to start after launch
  18.         irLock=1;                     //Can lock vehicles with irTarget=1
  19.         maneuvrability=34;
  20.           //30-33+ causes the missile to spin wildly and miss
  21.           //Tweaking sideAirFriction+simulationStep makes the missile
  22.            //track and hit it's target, but (especially in multiplayer)
  23.            //from other player's POV the missile will spin out of control,
  24.            //whilst from the shooters own POV, it will still fly straight
  25.            //and hit it's target.
  26.  
  27.         maxcontrolrange=7000;  //Distance where control is lost
  28.         maxSpeed=750;  //In m/s
  29.         missileKeepLockedCone=70;  //FOV for tracker
  30.         missileLockCone=12;  //(probably)FOV for missile to re-lock
  31.         missileLockMaxDistance=6500;  //Max lock distance from Launcher to target
  32.         missileLockMaxSpeed=333;  //Max speed of target where lock can be maintained (m/s)
  33.         missileLockMinDistance=300;  //Minimum distance for lock
  34.         proximityExplosionDistance=10;  //(no documentation)
  35.         sideairfriction=0.079999998;  //Air resistance (higher = easy turn)
  36.  
  37.         simulationStep=0.001;  //(no documentation)
  38.         submunitionAmmo="rhs_ammo_he_fragments";  //fragments created on detonation
  39.         submunitionConeAngle=65;  //Spread of fragments
  40.         submunitionDirectionType="SubmunitionTargetDirection";  //Retains missile velocity
  41.         submunitionInitSpeed=1500;  //Initial fragment speed (m/s)
  42.         submunitionParentSpeedCoef=0;  //Speed retained from missile
  43.         thrust=325;  //Engine power (physx thrust)
  44.         thrustTime=4.9000001;  //Seconds of thrust
  45.         timeToLive=15;  //Maximum life of missile before detonation
  46.         trackLead=0.60000002;  //% smart (predictive) vs dumb tracking
  47.         trackOversteer=0.94999999;  //Simulates manoeuvering errors
  48.         triggerOnImpact=1;  //Deploy ammo after impact
  49.         weaponLockSystem="2 + 16";
  50.             //2 = Infra-red
  51.                 //16 = Missile
  52.         whistleDist=16;  //Range at which missile travel sound can be heard
  53.  
  54.         submunitionConeType[]= //describes pattern of ammo
  55.             "randomcenter",  //distribution function
  56.             30                //number of ammo (fragments?)
  57.         class Components: Components
  58.             class SensorsManagerComponent
  59.                 class Components
  60.                     class IRSensorComponent: SensorTemplateIR
  61.                         class AirTarget
  62.                             minRange=500;  //AI range
  63.                             maxRange=6500; //AI range
  64.                             objectDistanceLimitCoef=-1;
  65.                               // -1 if undef; coefficient, multiplies current object view
  66.                               //distance as set in player's options. -1 means object view
  67.                               //distance is not used to limit sensor range.
  68.                             viewDistanceLimitCoef=1;  //range not limited by view distance
  69.                         class GroundTarget
  70.                             minRange=500;  //AI range
  71.                             maxRange=1000; //AI range
  72.                             objectDistanceLimitCoef=1;  //as above
  73.                             viewDistanceLimitCoef=1;  //range not limited by view distance
  74.                         typeRecognitionDistance=-1;  //distance how far the target type gets recognized
  75.                         angleRangeHorizontal=35;  //Sensor horizontal coverage /360
  76.                         angleRangeVertical=35;  //Sensor vertical coverage /360
  77.                         groundNoiseDistanceCoef=0.02;
  78.                           // if distance between vehicle and ground in the direction of the target is 1km
  79.                           //then the target won't be detected as long as it stays less than 100m close to
  80.                           //the ground background
  81.                         maxGroundNoiseDistance=40;
  82.                           //distance from the ground in meters, hard cap, above which the target will be
  83.                           //visible even if still below groundNoiseDistanceCoef
  84.                         minSpeedThreshold=0;
  85.                           //Target speed in m/s above which the target will start to become visible even
  86.                           //if below groundNoiseDistanceCoef.
  87.                         maxSpeedThreshold=-1;
  88.                           //target speed above which the target becomes visible even if below
  89.                           //groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold.
  90.                         maxFogSeeThrough=0.80000001;  //Higher = less affected by fog
  91.                         minTrackableSpeed=0;  //Minimum speed (m/s) of the target that can be detected.
  92.                         maxTrackableSpeed=330;  //Maximum speed (m/s) of the target that can be detected.
  93.                         minTrackableATL=20;   //Minimum altitude above terrain level that can be detected.
  94.                         maxTrackableATL=4000;  //Maximum altitude above terrain level that can be detected.
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