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See the in-game descriptions of the rockets or just refer to any real life documentation of them.
@Apricot_ale
Thanks for the report, should be now fixed.
Error on launch. rhsafrf is in required addon.
Warning Message: Addon 'za_enhancedmaaws' requires addon 'rhs_c_heavyweapons'
For example: player addItem "za_enhancedmaaws_mag_HEAT551";
That definitely spawns the M3 round.
I checked the config as well and the classnames are not duplicated. Can you recheck the script that you are using?
We noticed that the firingsounds for the MAAWS is local only at the client firing the weapond and cant be heard by other players on a dedicated server.
Happy New Year!
@Iceman As far as I can tell, the GMM rounds are only a proof of concept / prototype and are not in actual service use anywhere. There doesn't seem to be any technical data available of them, so including them would just be guesswork. Therefore, at least for now GMM rounds won't be included in this mod. If someone wants to make an optional patch for my mod that includes the GMM rounds, that's fine and I could consider linking it on this page.
Also, as a former Goose gunner in the Marine Corps, I am deeply impressed. TC 3-22.84 was my Carl G Bible for a long time.
@A3ROSN1P3R Maybe.
@OksmanTV I'm not sure what the "other MAAWS" you are referring to is, but yeah the HE round should hit where you aim in this mod.
CUP version is coming soon.
And i wanted to see RPG-7 proxy fuse working (there is a chinese RPG rocket, type69 is airburst but it's not)
@CTPEJLOK Yes, the same technique I used could be applied for basically any other ammo types. Tank shells would be outside the scope of this mod though. Did you have some specific mod / ammo type in mind?
Can u implement similar fuse system to tank shells, or IFV's?