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- class rhs_ammo_9k38: rhs_ammo_9k32
- airlock=2; //Can target air units ONLY
- cmimmunity=0.89999998; ////resistance to countermeasures
- cost=750; //AI Cost-gain evaluation
- deleteParentWhenTriggered=0; //Don't delete parent (first) munition
- effectsMissile="RHS_9k32_Fired"; //Smoke trail
- fusedistance=50; //Fuze activates after X
- hit=40; //damage done on impact at typical speed
- indirecthit=31; //damage done on near miss
- indirecthitrange=5;
- //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.
- maxspeed=800; //In m/s
- missileKeepLockedCone=70; //FOV for tracker
- missileLockCone=12; //(probably)FOV for missile to re-lock
- missileLockMaxDistance=4800; //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=11; //(no documentation)
- proxyShape="\rhsafrf\addons\rhs_heavyweapons\igla\igla_missile";
- sideairfriction=0.071999997; //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=220; //Engine power (physx thrust)
- thrusttime=5.5; //Seconds of thrust
- timetolive=15; //Maximum life of missile before detonation
- trackLead=0.56; //% 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=4800; //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=0.029999999;
- // 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=333; //Maximum speed (m/s) of the target that can be detected.
- minTrackableATL=20; //Minimum altitude above terrain level that can be detected.
- maxTrackableATL=3900; //Maximum altitude above terrain level that can be detected.
- aimDown=10;
- //Elevation offset in degrees of the sensor from the animDirection.
- // sensor will be looking 10° downwards from its original direction given by the animDirection
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