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September 27, 2014 23:10
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ARMA 2 CfgAmmo (ACE vs OA)
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| // ARMA 2 (RPG AMMO) | |
| ACE::: | |
| class R_PG7VL_AT: R_PG7V_AT { | |
| ace_hit = 500; // mm, RHA penetration at 0 degrees at ace_hit_distance | |
| airlock = 1; // Declares if ammo can lock on air targets. Also makes AI to decide whether to engage air units with the particular ammo. | |
| cost = 200; | |
| cratereffects = "ATRocketCrater"; | |
| effectsmissile = "missile2"; | |
| explosioneffects = "GrenadeExplosion"; | |
| hit = 500; // Damage on hit. In OFP total damage is calculated as: | |
| // Total damage = Hit damage - Indirect damage (while hit value is larger than indirectHit). | |
| indirecthit = 10; // Damage in indirectHitRange. | |
| indirecthitrange = 3.5; // Radius in metres where indirectHit damage is caused. | |
| irlock = 1; // Declares if ammo can lock on IR-targets. | |
| maxspeed = 195; // Declares the maximum speed (metres per second). | |
| model = "\ca\weapons\PG7VL_Rocket"; | |
| sideairfriction = 0.6; // Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. | |
| // When used with guided projectiles, higher values make it easier for the projectile to turn, while lower values make it more difficult to turn. | |
| thrust = 285; // Engine power for missiles and rockets. | |
| whistledist = 2; | |
| }; | |
| ARMA::: | |
| class R_PG7VL_AT: R_PG7V_AT { | |
| cost = 200; | |
| cratereffects = "ATRocketCrater"; | |
| effectsmissile = "missile2"; | |
| explosioneffects = "ATRocketExplosion"; | |
| hit = 320; | |
| indirecthit = 10; | |
| indirecthitrange = 1; | |
| model = "\ca\weapons\PG7VL_Rocket"; | |
| whistledist = 2; | |
| }; | |
| // canLock = 0; // Declares if ammo is able to lock (necessary for airLock, irLock and laserLock). | |
| // // 0 = false, 1 = cadet mode only, and 2 = always. | |
| // ARMA 2 (DRAGON AMMO) | |
| ACE::: | |
| class M_47_AT_EP1: M_TOW_AT { | |
| ace_at_fx = "ACE_BB_BACK"; | |
| ace_guidance_type = "dragon"; | |
| ace_hit = 450; | |
| ace_simulation_global = "shotBackblast"; | |
| ace_towsmoke = 0; | |
| airlock = 0; | |
| cost = 4000; | |
| cratereffects = "ATMissileCrater"; | |
| explosioneffects = "GrenadeExplosion"; | |
| fusedistance = 65; | |
| hit = 450; | |
| indirecthit = 22; | |
| indirecthitrange = 3.5; | |
| inittime = 0.151; | |
| irlock = 1; | |
| laserlock = 0; // Declares if ammo can lock on laser designator. | |
| maneuvrability = 1; // Declares maneuvrability of guided missiles. | |
| // Higher values than 30-33 cause the missile (when locked on) to spin wildly and rarely hit the target. | |
| // Tweaking sideAirFriction and 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 = 1500; | |
| maxspeed = 100; | |
| model = "\x\ace\addons\m_wep_dragon\dragon.p3d"; | |
| sideairfriction = 0.1; | |
| simulationstep = 0.005; | |
| six_tracerenable = 0; | |
| soundengine[] = {"", 0, 1, 0}; | |
| soundfly[] = {"", 0, 1, 0}; | |
| thrust = 62.75; | |
| thrusttime = 1.5; | |
| timetolive = 20; | |
| tracklead = 0.9; // The amount of lead a guided weapon will use when tracking a target | |
| trackoversteer = 0.95; // The factor at which a guided weapon will steer to meet trackLead | |
| typicalspeed = 100; | |
| whistleonfire = 0; | |
| }; | |
| ARMA::: | |
| class M_47_AT_EP1: M_TOW_AT { | |
| cost = 4000; | |
| hit = 360; | |
| indirecthit = 9; | |
| indirecthitrange = 1; | |
| inittime = 0.151; | |
| maneuvrability = 10; | |
| maxcontrolrange = 1500; | |
| maxspeed = 200; | |
| sideairfriction = 0.05; | |
| simulationstep = 0.005; | |
| thrust = 300; | |
| thrusttime = 1.45; | |
| timetolive = 20; | |
| tracklead = 0.9; | |
| trackoversteer = 0.95; | |
| }; |
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