Table of Contents
Addon Makers
CfgWeapons properties
ACE_EASA = 1;
CfgMagazines properties
ACE_EASA_SIDE = 1;
ACE_EASA_WEAPON = "ACE_HellfireLauncher";
ACE_EASA = 1;
ACE_EASA_NAME = "AGM-114K";
ACE_EASA_CARRIER[] = {"Plane","Helicopter","UAV"};
Mission Makers
- SIDE
Lets you only choose from weapons arsenal of a certain faction side, i.e WEST only, EAST only or both. By default e.g if this rule is not set, it selects the weapons from the side for the aircraft you wish to change the loadout. this setVariable["SIDE", x] or obj_name setVariable["SIDE", x] x stands for 0 EAST, 1 WEST, -1 ALL Default is "SIDE OF AIRCRAFT"
- CAPACITY
Lets you decide if you wish the arsenal to become empty if all weapons have been used from that hangar. There will be the possibility to reload the hangar with Ammotrucks in the future. Default is "unlimited weapons" Not implemented yet.
- NoHangar
Allows to override the need for a hangar building. If set, the EASA Vehicle is created where the logic was placed. this setVariable["NoHangar", x] or obj_name setVariable["NoHangar", x] x stands for true ENABLED, false DISABLED Default is "FALSE"
- FARP
Same as "NoHangar" but will not create the EASA Vehicle, but some sort of FARP like rearm point (Helipad with stuff around). this setVariable["FARP", x] or obj_name setVariable["FARP", x] x stands for true ENABLED, false DISABLED Default is "FALSE"
- LHD
Will place the EASA Vehicle on the deck of the LHD (Aircraft carrier) at the position the module was placed in the editor. this setVariable["LHD", true, true] or obj_name setVariable["LHD",true,true] NOTE obj_name is the name given to the EASA module entity
