Targeting Config Reference – Arma 3

From Bohemia Interactive Community
Revision as of 22:41, 16 May 2024 by Lou Montana (talk | contribs) (Text replacement - "{{Feature | Informative | " to "{{Feature|informative|")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Note that this is the relevant page for Arma 3 targeting. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.


CfgAmmo

A

airLock

Limits locking to specific target category. Also says if the AI will be "able" to engage these certain types with the given ammo (for the actual AI target preference use aiAmmoUsageFlags).

Integer

airLock = 0; // Cannot target air units
airLock = 1; // Can target air and ground units
airLock = 2; // Can target air units ONLY

artilleryLock

Can lock onto ArtilleryTarget object (created when commanding an AI that operates an artillery piece). Warning: With artilleryLock = 1 the airfriction gets forced to 0 ingame.

Boolean

artilleryLock = 0;
artilleryLock = 1;

autoSeekTarget

If set to true the missile flies towards a marked target and after reaching lockSeekRadius it searches for the best target (can be still the marked target) and homes in on it. If set to false the missile needs a valid lock first and will only guide towards the locked target. The property is used for example for guided artillery shells.


Boolean

autoSeekTarget = 0;
autoSeekTarget = 1;

C

cameraViewAvailable

Says whether the missile can provide camera feed after being launched.

Boolean

cameraViewAvailable = 1; // pilot can see the missile's flight from missile's perspective

cmImmunity

Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). Range 0...1. The higher the number the more chance missile will ignore CM. 1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.

Float

cmImmunity = 0; // Projectile loses its target immediately after CM launch
cmImmunity = 1; // Projectile is immune to countermeasures

F

flightProfiles

Array of flight profiles (guidance specifics) the missile is allowed to use as a fire mode. Each entry references a flight profile class defined in the ammo and is paired with fire modes of the weapon. The naming has to be exactly the same in ammo flight profile class, weapon fire mode class, modes[] and flightProfiles[]. Classes that are defined in the ammo but which are not included in the flightProfiles at the same time will be ignored.

More info in Arma 3: Missile flight profiles

Float

flightProfiles[] = {Direct};		// added by default - if the ammo does not specify any flight profile OR if the weapon has more player fire modes (other than for flight profiles)
flightProfiles[] = {TopDown};		// top attack fire mode, can be used with [[autoSeekTarget]]
flightProfiles[] = {LOALDistance};	// lock-on after launch fire mode - missile will autonomously find a target after traveling specified distance, requires [[autoSeekTarget]]
flightProfiles[] = {LOALAltitude};	// lock-on after launch fire mode - for bombs - bomb will autonomously find a target after dropping to specified altitude, requires [[autoSeekTarget]]
flightProfiles[] = {Overfly};		// overfly top attack fire mode - the missile will overfly the target in specified height, best used with submunitions
flightProfiles[] = {Cruise};		// terrain following fire mode, can be used with [[autoSeekTarget]]
flightProfiles[] = {Direct, TopDown};	// a missile supporting two flight profiles - direct and top attack

I

irLock

Property is unused if the ammo uses the new Sensors (Radar, IR...) system.

Can lock air/ground vehicles (target vehicle must have irTarget=1).

Boolean

irLock = 0;
irLock = 1;

L

laserLock

Property is unused if the ammo uses the new Sensors (Radar, IR...) system.

Can lock on LaserTarget objects (laserTarget = 1).

Boolean

laserLock = 0;
laserLock = 1;

lockSeekRadius

Specifies the maximum distance from the initial target position where the missile will search for suitable targets if it has autoSeekTarget enabled.

Float

lockSeekRadius = 100; // Current value for all

lockType

Defines ammo dependance on weapon lock. Only works for missiles.

Integer

lockType = 0; // Fire and Forget (currently all guided weapons)
lockType = 1; // Manual - beamriding guidance (use together with manualControl true)
lockType = 2; // Manual - point guidance

M

maneuvrability

Defines how much the missile is able to turn / how well it can be controlled during the flight.

Float

maneuvrability = 1;		// Default value
maneuvrability = 20;	// MissileBase
maneuvrability = 16;	// BombCore
maneuvrability = 4;		// NLAW missile
maneuvrability = 14;	// SCALPEL missile

manualControl

Missile follows the cursor (unless locked onto a target). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.

Boolean

manualControl = 0; // Default value
manualControl = 1; // Titan AT missile

maxControlRange

Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.

Float

maxControlRange = 4000; // MissileBase
maxControlRange = 5000; // Titan AT missile

missileManualControlCone

Defines the in-flight maximum cone from the missile where the player has to aim in order to retain manual guidance. Missile can re-gain the control if the player's aim goes outside of the cone for a moment and reappears later.

Float

missileManualControlCone = 45; // Titan AT

missileKeepLockedCone

Defines the in-flight maximum cone (field of regard) from the missile where the missile can still track the target. Missile can re-gain tracking if target disappears for a moment and reappears later within the cone.

Float

missileKeepLockedCone = 90;		// can only follow targets as long as it stays in 90° infront of the missile
missileKeepLockedCone = 360;	// off-boresight capabilities, missile can attempt a full turn in order to hunt targets behind

missileLockCone

Defines the in-flight maximum cone from the missile where the target has to be and remain so the missile can lock it.

This doesn't affect missile's Sensor so in theory a missile can "know about" a target outside of its locking range.

Float

missileLockCone = 5;	// DAGR
missileLockCone = 180;	// GBU-12
missileLockCone = 50;	// Default (MissileCore)

missileLockMaxDistance

Specifies the maximum distance at which the missile is able to lock a target. This doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.

Float

missileLockMaxDistance = 2000; // missile won't be able to lock targets further than than 2km away

missileLockMinDistance

Specifies the minimum distance at which the missile is able to lock a target. This doesn't affect missile's Sensor so in theory a missile can detect and track a target outside of its locking range.

Float

missileLockMinDistance = 50; // missile won't be able to lock a target closer than 50m

missileLockMaxSpeed

Specifies the maximum speed (m/s) at which the target can be travelling to be still lockable by the missile. This doesn't affect missile's Sensor so in theory a missile can detect and track a faster target than it can lock.

Float

missileLockMaxSpeed = 42; // missile won't be able to lock a target closer that is moving faster than 151km/h

N

nvLock

Property is unused if the ammo uses the new Sensors (Radar, IR...) system.

Can lock onto NVTarget objects (IR-Grenades thrown by infantry).

Boolean

nvLock = 0; // Default
nvLock = 1; // GBU-12

S

sideAirFriction

Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.

Float

sideAirFriction = 0.001;	// Default (MissileBase)
sideAirFriction = 0.1;		// Titan AA

T

trackLead

​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.

Float

trackLead = 1; // Missile intercepts
trackLead = 0; // Missile follows

trackOversteer

Simulates manoeuvering errors of the missile.

Float

trackOversteer = 1; // Missiles flies straight to its target
trackOversteer = 0; // Missile never hits its target

W

weaponLockSystem

Defines which

  • target vehicle's lockDetectionSystem will be able to detect being locking by this ammo
  • target vehicle's incomingMissileDetectionSystem will be able to detect this ammo when it is in-flight and guided towards the target vehicle
  • countermeasures' weaponLockSystem will break this ammo's lock or guidance. (Same property is used also on flares and chaff to define the opposite match.)

More details in Arma 3: Countermeasures

Integer

weaponLockSystem = 0; // Undetectable
weaponLockSystem = 1; // Visual/Contrast
weaponLockSystem = 2; // Infra-red
weaponLockSystem = 4; // Laser
weaponLockSystem = 8; // Radar
weaponLockSystem = 16; // Missile
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)


CfgWeapons

B

ballisticsComputer

Fire control and aids

Various fire control systems and ballistic aids can be defined (and combined) in a weapon system. Aids based on target motion prediction (1 and 4) require a Sensor (Radar, IR...) to be able to track the target (Since Arma 3 1.60 they are no longer dependable canLock > 0. You can mark anything what your sensors are able to detect and use the gained information for fire control.)

Integer

ballisticsComputer = 0;		// Disabled
ballisticsComputer = 1;		// Automatic zeroing and lead on a sensor-tracked target (Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.)
ballisticsComputer = 2;		// Manual zeroing
ballisticsComputer = 4;		// Target Lead indication; since Arma 3 1.60
ballisticsComputer = 8;		// Predicted Impact Point indication; since Arma 3 1.60
ballisticsComputer = 16;	// FCS, Prediction based on laser distance and speed measurement; since Arma 3 1.70

C

canLock

Determines if the weapon can lock onto targets allowed by the ammunition it uses.

Integer

canLock = 0; // Disabled
canLock = 1; // Locks only on lower difficulties (Recruit, Cadet), disabled since Arma 3 1.58
canLock = 2; // Always locks

cmImmunity

Defines how well the weapon can maintain lock if the target fires countermeasures (flares, chaff, smoke).

Float

cmImmunity = 0; // Lock breakes whenever target fires CM
cmImmunity = 1; // Lock never breaks

F

FCSMaxLeadSpeed

Maximum target speed (m/s) to which the gun can still adjust zeroing/deflection

Integer

FCSMaxLeadSpeed = 27.7; // ~100km/h

L

lockAcquire

Determines if weapons locks automatically a target within its lock cone or player has to use Lock Target action while pointing at a target.

Boolean

lockAcquire = 0; // player has to select a target himself
lockAcquire = 1; // automatic acquisition of the closest target in missileLockCone

lockingTargetSound

Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1}; // Used in missiles_DAGR

lockedTargetSound

Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,4};

W

weaponLockDelay

Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.

Float

weaponLockDelay = 0; // Immediate lock if the locking conditions are met
weaponLockDelay = 3; // Most of the guided weapons

weaponLockSystem

Defines which target vehicle's lockDetectionSystem will be able to detect being marked/tracked by this weapon.

More details in Arma 3: Countermeasures

Integer

weaponLockSystem = 0;	// Undetectable
weaponLockSystem = 4;	// Laser
weaponLockSystem = 8;	// Radar
weaponLockSystem = 12;	// Lock types can be combined (in this case, Radar and Laser)

CfgVehicles

A

allowTabLock

If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment - default "R" in Arma 3). Can be used for driver, or each individual turret.

Boolean

allowTabLock = 0; // Tab-lock disabled (man-pads)
allowTabLock = 1; // Most of the vehicles

alwaysTarget

Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).

Boolean

alwaysTarget = 0;
alwaysTarget = 1; // VR Targets

artilleryScanner

Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.

Boolean

artilleryScanner = 0;
artilleryScanner = 1; // Artillery vehicles/mortars

artilleryTarget

Only used by ArtilleryTarget class objects. ArtilleryTarget gets created temporarily on the position designated by a player leader for a subordinate AI artillery operator (Fire Artillery command). Can be locked by projectiles with artilleryLock = 1;

Boolean

artilleryTarget = 0;
artilleryTarget = 1;

C

xxxCanSee

Defines specific tools/sensors for the AI/players when on a specific seat.

  • 1 = CanSeeRadar
  • 2 = CanSeeEye
  • 4 = CanSeeOptics
  • 8 = CanSeeEar
  • 16 = CanSeeCompass
  • 1+16 = CanSeeRadarC
  • 31 = CanSeeAll
  • 32 = CanSeePeripheral // Enables small colored blobs at the edge of the screen that indicate nearby units.

Integer

driverCanSee	= 2+8+16;	// The driver of this vehicle can see and hear enemies and use its compass
gunnerCanSee	= 1+4+16;	// The gunner of this vehicle can detect enemies with optics or radar, and sees a compass
commanderCanSee	= 31;		// The commander of this vehicle can see and use all its tools

canUseScanners

Can be defined per individual turret. Useful to restrict access to vehicle sensors (target marking) on some positions in vehicles (i.e. door gunners)

Boolean

canUseScanner = 0; // can't use the vehicle's Sensors

countermeasureActivationRadius

Defines how far the vehicle can detect incoming missiles (see incomingMissileDetectionSystem)

More details in Arma 3: Countermeasures

Integer

countermeasureActivationRadius = 2000;	// Ground vehicles
countermeasureActivationRadius = 10000;	// Air vehicles

I

incomingMissileDetectionSystem

Defines which munitions guided towards the vehicle the vehicle can detect. Checks a bit flag match with the incoming ammo's weaponLockSystem.

More details in Arma 3: Countermeasures

Integer

incomingMissileDetectionSystem = 0;		// No missile-in-flight detection
incomingMissileDetectionSystem = 8;		// Active Radar Homing missile-in-flight detection
incomingMissileDetectionSystem = 16;	// Detects all missiles (Missile Approach Warning)

irScanXXX

Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.

Those settings can be used instead of irScanRange to make IR+Radar scan range depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be accomplished by setting both irScanRangeMin and irScanRangeMax to the same value.

If there is no irScanRange,IR+Radar scan range is calculated as:

scanRange = visibility_range * irScanToEyeFactor;
if (scanRange<irScanRangeMin) scanRange = irScanRangeMin;
if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;

Where visiblity_range is basically a drawing distance, but may be shortened by rain or fog. Float

irScanToEyeFactor	= 1;
irScanRangeMin		= 200;
irScanRangeMax		= 1000;

irScanGround

Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.

Can be used to limit target detection to air or groun targets.

Integer

irScanGround = 0; // Can detect and track aerial irTargets only (AAA)
irScanGround = 1; // Can detect and track any irTargets (multirole)
irScanGround = 2; // Can detect and track ground irTargets only (air-to-surface radar, gunships)

irTarget

Says whether the vehicle - once heated up - can be detected and tracked by an IR Sensor system. Vehicle heats up mainly from a running engine (~ 6 sec to heat up after engine start, 1h to cool down). Firing a weapon or wheels friction also builds up the vehicle's heat signature.

Boolean

irTarget = 0; // Buildings, men, static defenses, etc...
irTarget = 1; // Ground/Air vehicles

irTargetSize

Says how big the vehicle's heat signature is once heated up. Works as a coefficient of IR Sensor's range within the given combat situation.

Float

irTargetSize = 0.1; // heated vehicle will be detected by an IR sensor only at 1/10 of the sensors range in the given tactical situation
irTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range

L

laserScanner

Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.

Defines if the vehicle has a Laser Spot Tracker and is able to detect and lock laser targets (for example, CAS jets, gunships).

Boolean

laserScanner = 0;
laserScanner = 1;

laserTarget

Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes. LaserTarget gets created at the position of laser spot painted by a laser designator.

Boolean

laserTarget = 0;
laserTarget = 1;

lockDetectionSystem

Defines what type of locking or marking the vehicle can detect. Checks a bit flag match with the locking ammo's weaponLockSystem and/or weapon's weaponLockSystem (when marked).

More details in Arma 3: Countermeasures

Integer

weaponLockSystem = 0; // Undetectable
weaponLockSystem = 4; // Laser
weaponLockSystem = 8; // Radar
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)

N

nvScanner

Property is unused if the vehicle uses the new Sensors (Radar, IR...) system.

Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).

Boolean

nvScanner = 0;
nvScanner = 1;

nvTarget

Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes. NV target gets created on the position of ammo with

simulation = "shotNVGMarker";

Boolean

nvTarget = 0;
nvTarget = 1;

P

class pilotCamera

Gives the pilot access to a targeting pod (or some CCTV) and control over it in a full screen display feed (via *Multifunction camera* action, Ctrl+RMB by default).

class pilotCamera
{
 
	class OpticsIn
	{
		// different optics mode, same as in turrets
	}
 
	minTurn		= -90;	// yaw limits
	maxTurn		=  90;	// yaw limits
	initTurn	=   0;	// initial yaw angle
	minElev		= -90;	// pitch limits
	maxElev		=  90;	// pitch limits
	initElev	=   0;	// initial pitch angle
	maxXRotSpeed = 0.5;	// yawing speed
	maxYRotSpeed = 0.5;	// pitching speed
	pilotOpticsShowCursor = 1; // to show aimCursor (is useful to see plane direction)
	controllable = 1;	// set false to have static camera
 };

Related commands: Command Group: Pilot Camera

R

radarTarget

Says whether the vehicle can be detected and tracked by a RADAR Sensor.

IRTarget is used if undefined for backwards compatibility.

Boolean

radarTarget = 1; // can be detected by RADAR

radarTargetSize

Radar cross-section coefficient of the vehicle. Works as a coefficient of RADAR Sensor's range within the given combat situation.


  • 0.1 - fully stealth (<0.0005m2 RCS) (not recommended)
  • 0.7 - small aircrafts, semi-stealth (~1m2 RCS)
  • 1.0 - mid sized aircraft, car (~5m2 RCS)
  • 1.2 - tanks, trucks (~10m2 RCS)
  • 2.0 - large bomber, small ship and bigger (>80m2 RCS)

Float

radarTargetSize = 0.1; // vehicle will be detected by a Radar sensor only at 1/10 of the sensors range in the given tactical situation
radarTargetSize = 2.0 // maximum value, vehicle can be detected at 2x the sensor's range

radarType

Old Radar and targets indication
  • Property is no longer used for the game HUD UI
  • AI is only able to utilize sensors (Radar, IR, LST...) if value 1, 2 or 4 is used


Integer

radarType = 0; // No radar (used for infantry)
radarType = 1; // Tactical display (not used)
radarType = 2; // Vehicle radar (used for AAA) - shows compass, turret directions and targets
radarType = 4; // Air radar (used for jets and gunships) - shows compass, turret directions and targets
radarType = 8; // Compass + turret directions (used for majority of vehicles and their turret positions) - shows compass and turret directions

receiveRemoteTargets

Says if the vehicle is able to receive targets and positions from friendly vehicles with reportRemoteTargets.

This feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute "Data Link Receive" under "Electronics & Sensors".

Integer

receiveRemoteTargets = true;

reportRemoteTargets

Says if the vehicle is able to broadcast targets acquired by own sensors.

This feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute "Data Link Send" under "Electronics & Sensors".

Integer

reportRemoteTargets = true;

reportOwnPosition

Says if the vehicle is able to broadcast its own position.

This feature can be added/removed to/from any vehicle or soldier via EDEN editor object attribute "Data Link Position" under "Electronics & Sensors".

Integer

reportOwnPosition = true;

S

showAllTargets

showAllTargets indication

Vehicle/turret setting. Displays all targets known to vehicle sensors in via the ingame UI. Values can be combined.

Integer

showAllTargets = 0; //LockNo
showAllTargets = 1; //LockCadet, show targets from all sensors, but only on lower difficulty; disabled since Arma 3 1.58
showAllTargets = 2; //LockYes, show targets from all sensors 
showAllTargets = 4; //LockLaser, show only targets from laser spot tracker (laserScanner); since Arma 3 1.60

showCrewAim

showCrewAim indication

Vehicle/turret setting. Displays gunner/commander turret aimpoints on the in-game UI. Disabled when crosshair is turned off in difficulty since Arma 3 1.68

Integer

showCrewAim = 0; // disabled
showCrewAim = 1; // show primary gunner
showCrewAim = 2; // show commander
showCrewAim = 4; // show all
showCrewAim = 1+2+4; // values can be combined

V

visualTarget

Says whether the vehicle can be detected and tracked by a Visual sensor (electro-optical sensors in vis. spectrum, contrast seekers).

IRTarget is used if undefined for backwards compatibility.

Boolean

visualTarget = 1; // can be detected by visual sensor

visualTargetSize

Contrast and visual distinguishability properties of the vehicle. Works as a coefficient of Visual Sensor's range within the given combat situation.

Float

visualTargetSize = 0.1; // vehicle will be detected by a visual spectrum sensor only at 1/10 of the sensors range in the given tactical situation
visualTargetSize = 2.0; // maximum value, vehicle can be detected at 2x the sensor's range


See Also