aduke823 63 Posted July 26, 2013 (edited) Hi, If you have ever used the AH64D with ACE then you know what I am talking about...... You get an action to "enable designator" and fire a K or L model Hellfire and it finds the target. So far I have these entries in my config........ ACE_mfdClass = "ace_sys_mfd_MFD_Dialog"; ace_air_fcs_enabled = 1; class UserActions : UserActions { class Laser_On { displayName = $STR_ACE_UA_LASER_ON; position = "HitGlass3"; radius = 6; onlyForPlayer = 1; condition = "(alive this) && {(this turretUnit [2] == player)} && {isNil {this getVariable 'ace_sys_missileguidance_laser_designation'}}"; statement = "this setVariable ['ace_sys_missileguidance_laser_designation',true]; [this, currentWeapon this, true] spawn ace_sys_missileguidance_fnc_opt_laserloop"; }; class Laser_Off : Laser_On { displayName = $STR_ACE_UA_LASER_OFF; condition = "(alive this) && {(this turretUnit [2] == player)} && {(this getVariable 'ace_sys_missileguidance_laser_designation')}"; statement = "this setVariable ['ace_sys_missileguidance_laser_off',true]"; }; }; class ACE : ACE { class ACE_MISSILEGUIDANCE : ACE_MISSILEGUIDANCE { ACE_DESIGNATOR = 1; ACE_RANGEFINDER = 0; }; }; ace_sys_missileguidance = "if ((_this select 4) isKindOf 'MissileBase' || {(_this select 4) isKindOf 'LaserBombCore'} || {(_this select 4) isKindOf 'BombCore'}) then { if (local ((_this call CBA_fnc_getFirer) select 0)) then { _this call ace_sys_missileguidance_fnc_fired }}"; class ace_sys_air_fcs {clientFiredBis = "if (player == turretUnit [2] (_this select 0)) then { if ((_this select 4) isKindOf 'BulletBase') then { if !(isnil {((_this select 0) getvariable 'ace_sys_air_fcs_fired')}) then { _this call ace_sys_air_fcs_fnc_fired }}};";}; ACE_SYS_EJECT_JUMP = 1; I also have the ace hellfire launcher, and the ace hellfire's loaded out in my helicopter. What else do I need? Edited July 26, 2013 by ADuke823 Share this post Link to post Share on other sites