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@JonBons
Created September 27, 2014 23:10
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ARMA 2 CfgAmmo (ACE vs OA)
// 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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