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Hellfire missiles #4679
Hellfire missiles #4679
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How about implementing only realistic laser codes like those mentioned here: #967 |
From what I've read, the K varient can lock onto PRF codes, |
It's just cosmetic change so it's not important anyway, it's good to have that functionality! |
Here are some interesting info:
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Also good practice to keep an empty line below the section title.
docs/wiki/feature/hellfire.md
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### 3.2 Script Example | ||
- Adding hellfires to the Cessna Civilian Plane: | ||
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Code blocks need new line above and below.
docs/wiki/feature/hellfire.md
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## 1. Overview | ||
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### 1.1 Guidance | ||
Hellfire missile is Semi-active laser guided; requiring an observer to guide the missile for it's entire flight. |
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Lower-case semi
?
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its entire flight
docs/wiki/feature/hellfire.md
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- Switching to the hellfire weapon will show additional information about the weapon in weapon status display. | ||
- Shows: lock mode, laser code and a laser receiver indicator. E.G. `LOAL-DIR CODE: 1111` | ||
- Laser receiver indicator turns red when it detects a laser pulse set the the current code. | ||
- Cycle attack profiles with vehicle's ace_interaction menu or with the missile guidance key (default: <kbd>Ctrl</kbd> + <kbd>Tab</kbd>) |
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vehicle's ACE3 Interaction Menu
@jonpas could you take another look at this? |
Adds laser guided hellfire (K version) - weapon, magazines, ammo
User selectable attack profiles (LOBL/LOAL-DIR, LOAL-HI, LOAL-LO) via interaction menu
Simple hud addition to show attack mode, laser code and laser seeker status before firing
The weapon and magazine should be usable on any vehicle (hud and actions are created dynamically).
For now I've put them onto a 2nd version of the Comanche.