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CruiseMissile Strike Asset

rayswaynl edited this page Jun 27, 2026 · 1 revision

Cruise Missile Strike Asset (CruiseMissile1 / CruiseMissile2)

Two unused base-game flying-ordnance classes surfaced during the asset treasure-hunt (verified 0 references anywhere in the mission, both maps). They are the vanilla "Tomahawk strike" props from the A2 campaign — flying objects shaped like cruise missiles. Data parsed from rayswaynl/arma2-co-config-reference Config/CfgVehicles.txt (A2 CO 1.63).

What they are

Class Inherits model scope displayName faction
CruiseMissile1 Helicopter \ca\air2\cruisemissile\cruisemissile4 1 Cruise Missile USMC
CruiseMissile2 MQ9PredatorB \ca\air2\cruisemissile\cruisemissile3 1 Cruise Missile 2 (Predator-derived)
  • CruiseMissile1 is a flying missile body — it inherits the helicopter flight model, so it can be createVehicle'd, given a heading / setVelocity / a waypoint, and flown to a target, then detonated. The classic one-shot Tomahawk.
  • CruiseMissile2 inherits the MQ-9 Reaper (MQ9PredatorB) and carries a weapons[] array, so it behaves more like an armed strike drone — it can loiter and fire ordnance rather than being a single self-destructing body.

scope = 1 means neither appears in the 2D-editor asset list, but both are fully createVehicle-spawnable from script — which is all WASP needs (every strike in the mission is script-spawned).

Behaviour notes (NEEDS-IN-ENGINE-VERIFY)

  • They FLY. Unlike a shell that just appears (e.g. the GUER mortar's Sh_82_HE), a cruise missile is a visible object that streaks across the map — spectacle for the attacker, warning + theoretical counter-play for the defender (because it inherits an air platform, AA may be able to engage/shoot it down — emergent interception of a high-tier strike).
  • As Air/Helicopter-derived objects they have flight physics; the cleanest scripted use is: spawn at a launch point at altitude → point it at the target (setDir + setVelocity, or a move/waypoint) → on arrival detonate (setDamage 1, plus a warhead spawn like the existing strike cases create their ordnance).
  • Exact maxSpeed, the CruiseMissile2 weapons[] contents, and the warhead size are unverified — confirm in a quick in-engine test before tuning damage.

How it plugs into WASP

These slot directly into the existing special-weapons strike tierServer/Functions/Server_HandleSpecial.sqf already handles ICBM and ScudStrike cases, and the GUER mortar PR (#110) added the full RequestSpecial → designate → server-spawn-ordnance pattern. A cruise-missile strike is the same shape, one tier up.

Suggested mission uses

  1. "Cruise Missile Strike" — premium designated strike. A high-cost, long-cooldown call-in: the caller map-designates a point (reuse the GUER-mortar onMapSingleClick designation + RequestSpecial channel), the server spawns a CruiseMissile1 offshore / at altitude and flies it in, detonating on arrival. The headline use — and it's the visible, interceptable sibling to the instant mortar.
  2. AICOM round-ender / decapitation strike. Wire it as the AI commander's keystone finisher against the enemy HQ (ties into the existing sticky HQ-strike / round-closure work). A cruise missile inbound on the human base is a dramatic, readable "the AI is committing" moment — and players can scramble to intercept or evacuate.
  3. Carrier / fleet launch (naval theme). Thematically, Tomahawks launch from ships — fire it from the LHD carrier position so the missile rises from the sea and flies inland. Reinforces the carrier's role and looks great.
  4. Loitering strike drone (CruiseMissile2). Because it's Reaper-derived and armed, use the 2 variant as a short-duration CAS drone that circles a target area and fires, rather than a one-shot — a different, persistent flavour.
  5. Counter-play by design. Lean into the visibility: announce it (an "Incoming" marker like the mortar got), let defenders see it cross the sky, and let AA actually engage it. A super-weapon that isn't a guaranteed hit is more interesting than one that is.

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