CfgNonAIVehicles Config Reference
References
Weapon magazines:
Missiles on planes:
Missiles on non planes:
Ammoboxes and fuel cans on vehicles:
NVGs:
Street lights and bridges:
Animals:
Triggers:
Simulations
Detector
class EmptyDetector
{
scope = 2;
simulation = "Detector";
model = "";
selectionFabric = "latka";
icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
displayName = "Trigger";
class AttributeValues
{
size2[] = {0,0};
size3[] = {0,0,-1};
};
};
class EmptyDetectorArea10x10 : EmptyDetector
{
displayName = "Trigger (10x10x10 m)";
class AttributeValues
{
size2[] = {5,5};
size3[] = {5,5,5};
IsRectangle = 1;
};
};
Flag
class Editor_Proxy_Composition
{
scope = 1;
model = "\A3\editor_f\data\composition_proxy\composition_proxy";
displayName = "Editor proxy - Object composition";
autocenter = 0;
reversed = 0;
animated = 0;
simulation = "Flag";
selectionFabric = "";
};
SeaGull
class Bird
{
scope = 0;
model = "";
animated = 0;
simulation = "SeaGull";
reversed = 0;
minHeight = 5;
avgHeight = 10;
maxHeight = 50;
minSpeed = -0.5;
maxSpeed = 20;
acceleration = 7;
turning = 1;
straightDistance = 50;
flySound[] = {"",0.0316228,1,1};
singSound[] = {"",0.0316228,1,1};
canBeShot = 1;
airFriction2[] = {25,12,2.5};
airFriction1[] = {1500,700,100};
airFriction0[] = {40,20,60};
};
class SeaGull : Bird
{
scope = 2;
reversed = 0;
htMin = 60;
htMax = 1800;
afMax = 30;
mfMax = 0;
mFact = 1;
tBody = 37;
model = "\A3\Animals_F\Seagull\Seagull.p3d";
singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};
moves = "CfgMovesBird";
canBeShot = 0;
};
class Kestrel_Random_F : Bird
{
model = "\A3\Animals_F\kestrel\kestrel_F.p3d";
singSound[] = {"A3\sounds_f\dummysound",0.00177828,1,1};
moves = "CfgMovesBird";
minHeight = 60;
avgHeight = 70;
maxHeight = 80;
};
class Insect : Bird
{
animated = 0;
minHeight = -0.1;
avgHeight = 1.2;
maxHeight = 2;
minSpeed = -0.1;
maxSpeed = 5;
acceleration = 25;
straightDistance = 2;
turning = 2;
flySound[] = {"",0.0316228,1,1};
singSound[] = {"",0.0316228,1,1};
canBeShot = 0;
airFriction2[] = {125,12,2.5};
airFriction1[] = {7500,700,100};
airFriction0[] = {200,20,60};
};
class DragonFly : Insect
{
model = "\A3\Animals_f\dragonfly.p3d";
flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
fsm[] = {"Dragonfly"};
straightDistance = 10;
maxSpeed = 5;
};
class FireFly : Insect
{
model = "\A3\Animals_f\firefly.p3d";
flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
fsm[] = {"Butterfly"};
minHeight = -0.1;
avgHeight = 0.3;
maxHeight = 1.5;
minSpeed = -0.1;
maxSpeed = 1;
acceleration = 5;
straightDistance = 10;
};
class ButterFly_random : Insect
{
model = "\A3\animals_f\butterfly.p3d";
fsm[] = {"Butterfly"};
moves = "CfgMovesButterfly";
minHeight = -0.1;
avgHeight = 0.3;
maxHeight = 1.5;
minSpeed = -0.1;
maxSpeed = 1;
acceleration = 5;
straightDistance = 2;
turning = 5;
reversed = 0;
autocenter = 0;
class EventHandlers
{
init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
};
class HoneyBee : Insect
{
flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};
model = "\A3\animals_f\honeybee.p3d";
minSpeed = -0.1;
maxSpeed = 0.2;
minHeight = -0.1;
avgHeight = 0.2;
maxHeight = 1;
fsm[] = {"HoneyBee"};
reversed = 0;
straightDistance = 0.5;
};
ProxyWeapon
class ProxyWeapon
{
autocenter = 0;
scope = 2;
reversed = 0;
animated = 0;
shadow = 1;
model = "";
simulation = "ProxyWeapon";
};
Magazine
class ProxyMagazineSlot : ProxyWeapon
{
model = "";
simulation = "Magazine";
};
ProxyRadio
class ProxyRadio_proxy : ProxyWeapon
{
simulation = "Proxyradio";
};
ProxyHeadgear
class ProxyHeadGear_proxy : ProxyWeapon
{
simulation = "Proxyheadgear";
};
Maverickweapon
class ProxyBomb_01_F : ProxyWeapon
{
model = "\A3\Weapons_F\Ammo\Bomb_01_F";
simulation = "Maverickweapon";
};
class ProxyMissile_AT_03_F : ProxyWeapon
{
model = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
simulation = "Maverickweapon";
};
class ProxyRocket_03_AP_F : ProxyWeapon
{
model = "\A3\Weapons_F_EPC\Ammo\Rocket_03_AP_F.p3d";
simulation = "Maverickweapon";
};
Pylonpod
class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon
{
model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d";
simulation = "Pylonpod";
};
ProxySecWeapon
class ProxySecWeapon
{
autocenter = 0;
scope = 2;
scopeCurator = 2;
animated = 0;
shadow = 1;
model = "";
simulation = "ProxySecWeapon";
};
class ProxyLauncher
{
autocenter = 0;
scope = 2;
animated = 0;
shadow = 1;
model = "";
simulation = "ProxySecWeapon";
};
ProxyInventoryOld
class ProxyPistol
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "Handgun";
};
class ProxyPistol_holstered
{
autocenter = 0;
scope = 1;
reversed = 1;
animated = 1;
model = "\A3\Characters_F\Proxies\pistol_holstered";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "PistolHolstered";
};
class ProxyRightHand
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "RightHand";
};
class ProxyLeftHand
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "LeftHand";
};
class ProxyDalekohled_Proxy : ProxyLeftHand
{
};
class ProxyBinoculars : ProxyLeftHand
{
};
class ProxyEquipment
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "\A3\characters_f\ProxyModels\equipmentVest";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "Vest";
};
class ProxyHeadgear
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "Headgear";
};
class ProxyHMD
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "HMD";
};
class ProxyGoggles
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "Goggles";
};
class ProxyGlasses : ProxyGoggles
{
model = "\A3\Characters_F\Proxies\glasses";
};
class ProxyNVG_Proxy : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Proxy";
};
class ProxyNVG : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Proxy";
};
class ProxyNVG_Head : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Head";
};
class ProxyNVG_Head_Big : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Head_Big";
};
class ProxyNVG_Head_R : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Head_R";
};
class ProxyNVG_Head_C : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Head_C";
};
class ProxyNVG_Head_S : ProxyGoggles
{
model = "\A3\Weapons_f\binocular\NVG_Head_S";
};
class ProxyEarPhones
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "EarPhones";
};
class Proxyus_bag
{
reversed = 1;
autocenter = 0;
scope = 2;
animated = 0;
model = "";
shadow = 1;
simulation = "ProxyInventoryOld";
inventoryType = "Backpack";
};
class ProxyBackpack : Proxyus_bag
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "\A3\Characters_F\Proxies\backpack";
};
AlwaysHide
class ProxyHide
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
simulation = "AlwaysHide";
};
AlwaysShow
class ProxyWreck
{
autocenter = 0;
scope = 0;
animated = 0;
model = "";
simulation = "AlwaysShow";
};
class ProxyAmmoInTruck
{
autocenter = 0;
scope = 2;
reversed = 0;
animated = 0;
shadow = 1;
model = "";
simulation = "AlwaysShow";
};
class Proxy_hrusen2
{
model = "\ca\plants\hrusen2.p3d";
autocenter = 0;
scope = 2;
animated = 1;
reversed = 0;
simulation = "AlwaysShow";
};
ProxyRetex
class ProxyRetex
{
autocenter = 0;
scope = 0;
animated = 0;
model = "";
simulation = "Proxyretex";
hiddenSelections[] = {};
};
class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex
{
model = "\A3\Armor_F_Beta\APC_Tracked_02\APC_Tracked_02_cannon_wreck_F.p3d";
hiddenSelections[] = {"Camo1","Camo2","Camo3"};
};
ProxyCrew
class ProxyCrew
{
autocenter = 0;
scope = 1;
model = "";
shadow = 1;
simulation = "Proxycrew";
crewPosition = "CPDriver";
};
class ProxyCommander : ProxyCrew
{
crewPosition = "CPCommander";
};
class ProxyCommanderOut : ProxyCommander
{
};
class ProxyBasicSittingCommander : ProxyCommander
{
};
class ProxyBasicStandingCommander : ProxyCommander
{
};
class ProxyDriver : ProxyCrew
{
crewPosition = "CPDriver";
};
class ProxyDriverOut : ProxyDriver
{
};
class ProxyBasicSittingDriver : ProxyDriver
{
};
class ProxyBasicStandingDriver : ProxyDriver
{
};
class ProxyBasicMotoDriver : ProxyDriver
{
};
class ProxyPilot : ProxyDriver
{
};
class ProxyParasutista : ProxyDriver
{
};
class ProxyGunner : ProxyCrew
{
crewPosition = "CPGunner";
};
class ProxyGunnerOut : ProxyGunner
{
};
class ProxyBasicSittingGunner : ProxyGunner
{
};
class ProxyBasicStandingGunner : ProxyGunner
{
};
class ProxyGunner01 : ProxyGunner
{
};
class ProxyGunner02 : ProxyGunner
{
};
class ProxyCargo : ProxyCrew
{
crewPosition = "CPCargo";
};
class ProxyCargoStanding : ProxyCargo
{
};
class ProxyBasicSittingCargo : ProxyCargo
{
};
class ProxyBasicStandingCargo : ProxyCargo
{
};
class ProxyCargo01 : ProxyCargo
{
};
class ProxyCargo02 : ProxyCargo
{
};
class ProxyCargo03 : ProxyCargo
{
};
class ProxyCargo04 : ProxyCargo
{
};
Flag
class ProxyFlag
{
autocenter = 0;
scope = 2;
reversed = 0;
shadow = 1;
simulation = "Flag";
model = "\A3\Characters_F\Proxies\flag";
selectionFabric = "cloth";
};
class ProxyFlag_soldier : ProxyFlag
{
model = "\A3\characters_f\flag_soldier";
};
class ProxyPlane_Flag_F : ProxyFlag
{
model = "\A3\Air_F\Data\Plane_Flag_F";
selectionFabric = "cloth";
};
class ProxyPlane_Flag_big_F : ProxyFlag
{
model = "\A3\Air_F\Data\Plane_Flag_big_F";
selectionFabric = "cloth";
};
class ProxyFlag_F
{
scope = 1;
model = "\a3\Structures_F\Mil\Flags\Flag_F.p3d";
autocenter = 0;
reversed = 0;
selectionFabric = "latka";
simulation = "Flag";
};
class ProxyFlag_Asym_F : ProxyFlag_F
{
model = "\a3\Structures_F\Mil\Flags\Flag_Asym_F.p3d";
};
class ProxyShipFlag_F
{
scope = 1;
model = "\A3\Boat_F_Destroyer\Destroyer_01\ShipFlag_F.p3d";
autocenter = 0;
reversed = 0;
selectionFabric = "latka";
simulation = "Flag";
};
class ProxyFlagChecked_proxy_F
{
scope = 1;
model = "\A3\Signs_F\SignSpecial\FlagChecked_proxy_F.p3d";
autocenter = 0;
reversed = 0;
selectionFabric = "latka";
simulation = "Flag";
};
RandomShape
class RandomShape
{
models[] = {};
autocenter = 0;
scope = 2;
reversed = 0;
shadow = 1;
model = "";
simulation = "RandomShape";
};
Road
class Bridge_base_F
{
class Destruction
{
animations[] = {};
};
scope = 0;
scopeCurator = 0;
displayName = "Bridge";
model = "\A3\Weapons_F\empty.p3d";
destrType = "DestructNo";
simulation = "Road";
armor = 500;
cost = 30000;
};
class Land_Bridge_01_F : Bridge_base_F
{
scope = 1;
model = "\A3\Structures_F\Bridges\Bridge_01_F.p3d";
};
class Land_Pier_doubleside_F : Bridge_base_F
{
scope = 2;
scopeCurator = 2;
displayName = "Pier (Concrete)";
model = "\A3\Structures_F\Naval\Piers\Pier_doubleside_F.p3d";
editorSubcategory = "EdSubcat_Seaports";
icon = "iconObject_3x1";
};
class Land_Bridge_stone_asf2_25
{
model = "\Ca\roads2\bridge\Bridge_stone_asf2_25.p3d";
simulation = "Road";
armor = 50;
class Destruction
{
animations[] = {{"ca\roads2\bridge\data\anim\bridge_stone_asf2.rtm",0.2,3}};
};
};
class Land_most_stred30
{
model = "\ca\Roads\most_stred30.p3d";
simulation = "Road";
armor = 50;
destrType = "destructBuilding";
class Destruction
{
animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_03.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_04.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_05.rtm",0.2,17}};
};
};
House
class Proxy_Radio2
{
simulation = "House";
model = "\ca\misc\Radio2.p3d";
autocenter = 0;
scope = 2;
scopeCurator = 2;
animated = 0;
reversed = 0;
};
EditCursor
class EditCursor
{
model = "\core\cursor\cursor.p3d";
simulation = "EditCursor";
};
ObjView
class ObjView
{
scope = 2;
model = "";
simulation = "ObjView";
};
Temp
class Temp
{
scope = 2;
model = "";
simulation = "Temp";
};
RopeSegment
class RopeSegment
{
access = 0;
scope = 2;
displayName = "";
simulation = "RopeSegment";
autocenter = 0;
animated = 0;
model = "\A3\Data_f\proxies\Rope\rope.p3d";
};
Camera
class Camera
{
scope = 2;
model = "";
simulation = "Camera";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
};
CamConstruct
class CamConstruct
{
scope = 2;
model = "";
simulation = "CamConstruct";
radius = 125;
maxHAL = 30;
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
};
CamCurator
class CamCurator
{
scope = 2;
model = "";
simulation = "CamCurator";
radius = 125;
maxHAL = 30;
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
};
ProxySubpart
class ProxyBysta
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "";
simulation = "ProxySubpart";
};
Windsock
class ProxyWindsock_01_F
{
scope = 1;
model = "\A3\Structures_F_Heli\Ind\Airport\Windsock_01_F.p3d";
autocenter = 0;
reversed = 0;
selectionFabric = "latka";
simulation = "Windsock";
cloth = "Windsock";
};
StreetLamp
class StreetLamp
{
model = "";
destrType = "DestructTree";
simulation = "StreetLamp";
animated = 0;
colorDiffuse[] = {0.9,0.8,0.6};
colorAmbient[] = {0.1,0.1,0.1};
brightness = 0.2;
class HitPoints
{
class HitBulb
{
armor = 1;
material = 60;
name = "lampa";
passThrough = 1;
explosionShielding = 1;
};
};
armorStructural = 1;
class Reflectors
{
class LampLight
{
color[] = {0.9,0.8,0.6,1};
ambient[] = {0.1,0.1,0.1,1};
position = "Light";
direction = "";
hitpoint = "lampa";
selection = "";
size = 0.5;
brightness = 0.2;
};
class Light_1
{
color[] = {1100,700,500};
ambient[] = {11,7,5};
intensity = 5;
size = 1;
innerAngle = 80;
outerAngle = 130;
coneFadeCoef = 3;
position = "Light_1_pos";
direction = "Light_1_dir";
hitpoint = "Light_1_hitpoint";
selection = "Light_1_hide";
useFlare = 1;
flareSize = 0.9;
flareMaxDistance = 100;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 0.8;
hardLimitStart = 30;
hardLimitEnd = 40;
};
};
};
aggregateReflectors[] = {{"Light_1"}};
armorLights = 1;
};
Alphabetical Order
A
acceleration
Float: in m/s^2
See also CfgVehicles_Config_Reference#acceleration
acceleration = 5;
acceleration = 7;
acceleration = 25;
access
See also CfgVehicles_Config_Reference#access
access = 0;
aggregateReflectors
aggregateReflectors[] = {{"Light_1"}};
airFriction...
See also CfgVehicles_Config_Reference#airFriction
airFriction0[] = {200,20,60};
airFriction0[] = {40,20,60};
airFriction1[] = {1500,700,100};
airFriction1[] = {7500,700,100};
airFriction2[] = {125,12,2.5};
airFriction2[] = {25,12,2.5};
animated
// insects have no animation, only birds
See also CfgVehicles_Config_Reference#animated
animated = 0;
animated = 1;
armor
See also CfgVehicles_Config_Reference#armor (integer)
armor = 50;
armor = 500;
armorLights
See also CfgVehicles_Config_Reference#armor...
armorLights = 1;
armorStructural
See also CfgVehicles_Config_Reference#armor...
armorStructural = 1;
autoCenter
See also CfgVehicles_Config_Reference#autocenter
autoCenter = 0;
avgHeight
See also CfgVehicles_Config_Reference#...Height
avgHeight = 0.2;
avgHeight = 0.3;
avgHeight = 1.2;
avgHeight = 10;
avgHeight = 70;
B
brightness
1 == light is full at 50 m
See also CfgVehicles_Config_Reference#brightness
brightness = 0.2;
C
canBeShot
See also CfgVehicles_Config_Reference#canBeShot
canBeShot = 0;
canBeShot = 1;
classes Embedded
cloth
cloth = "Windsock";
colorAmbient
See also CfgVehicles_Config_Reference#ambient
colorAmbient[] = {0.1,0.1,0.1};
colorDiffuse
colorDiffuse[] = {0.9,0.8,0.6};
cost
See also CfgVehicles_Config_Reference#cost
cost = 30000;
crewPosition
crewPosition = "CPCargo";
crewPosition = "CPCommander";
crewPosition = "CPDriver";
crewPosition = "CPGunner";
crossHairs
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
D
destrType
See also CfgVehicles_Config_Reference#destrType
destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";
displayName
See also CfgVehicles_Config_Reference#displayName
displayName = "Text";
E
editorSubcategory
See also CfgVehicles_Config_Reference#editorSubcategory
editorSubcategory = "EdSubcat_Seaports";
Embedded ClassNames
AttributeValues class
class AttributeValues
{
size2[] = {5,5};
size3[] = {5,5,5};
IsRectangle = 1;
};
Destruction class
class Destruction
{
animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},...};
};
EventHandlers class
See also CfgVehicles_Config_Reference#EventHandlers... Class
class EventHandlers
{
init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
HitPoints class
class HitPoints
{
class HitBulb
{
armor = 1;
material = 60;
name = "lampa";
passThrough = 1;
explosionShielding = 1;
};
};
Reflectors class
See also CfgVehicles_Config_Reference#Reflectors Class
class Reflectors
{
class LampLight
{
color[] = {0.9,0.8,0.6,1};
ambient[] = {0.1,0.1,0.1,1};
position = "Light";
direction = "";
hitpoint = "lampa";
selection = "";
size = 0.5;
brightness = 0.2;
};
class Light_1
{
color[] = {1100,700,500};
ambient[] = {11,7,5};
intensity = 5;
size = 1;
innerAngle = 80;
outerAngle = 130;
coneFadeCoef = 3;
position = "Light_1_pos";
direction = "Light_1_dir";
hitpoint = "Light_1_hitpoint";
selection = "Light_1_hide";
useFlare = 1;
flareSize = 0.9;
flareMaxDistance = 100;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 0.8;
hardLimitStart = 30;
hardLimitEnd = 40;
};
};
};
F
flySound
See also CfgVehicles_Config_Reference#Sounds Various
flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};
fsm
fsm[] = {"Butterfly"};
fsm[] = {"Dragonfly"};
fsm[] = {"HoneyBee"};
H
See also CfgVehicles_Config_Reference#hiddenSelections
hiddenSelections[] = {"Camo1","Camo2","Camo3"};
I
icon
See also CfgVehicles_Config_Reference#icon
icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
icon = "iconObject_3x1";
inventoryType
inventoryType = "Backpack";
inventoryType = "EarPhones";
inventoryType = "Goggles";
inventoryType = "Handgun";
inventoryType = "Headgear";
inventoryType = "HMD";
inventoryType = "LeftHand";
inventoryType = "PistolHolstered";
inventoryType = "RightHand";
inventoryType = "Vest";
M
maxHAL
Float: camera max. height above land
maxHAL = 30;
maxHeight
See also CfgVehicles_Config_Reference#...Height
maxHeight = 1.5;
maxHeight = 1;
maxHeight = 2;
maxHeight = 50;
maxHeight = 80;
maxSpeed
Float: in m/s
See also CfgVehicles_Config_Reference#...Speed
maxSpeed = 0.2;
maxSpeed = 1;
maxSpeed = 5;
maxSpeed = 20;
minHeight
See also CfgVehicles_Config_Reference#...Height
minHeight = -0.1;// allow landing
minHeight = 5;
minHeight = 60;
minSpeed
Float: in m/s
See also CfgVehicles_Config_Reference#...Speed
minSpeed = -0.1;
minSpeed = -0.5;
model
See also CfgVehicles_Config_Reference#model
model = "\A3\Weapons_F\empty.p3d";
models
models[] = {};
moves
See also CfgVehicles_Config_Reference#moves
moves = "CfgMovesBird";
moves = "CfgMovesButterfly";
R
radius
Float: camera construction radius
radius = 125;
reversed
See also CfgVehicles_Config_Reference#reversed
reversed = 0;
reversed = 1;
S
scope
See also CfgVehicles_Config_Reference#scope
scope = 0;
scope = 1;
scope = 2;
scopeCurator
scopeCurator = 0;
scopeCurator = 2;
selectionFabric
See also CfgVehicles_Config_Reference#selection...
selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";
shadow
shadow = 1;
simulation
See also CfgVehicles_Config_Reference#simulation
simulation = "AlwaysHide";
simulation = "AlwaysShow";
simulation = "CamConstruct";
simulation = "CamCurator";
simulation = "Camera";
simulation = "Detector";
simulation = "EditCursor";
simulation = "Flag";
simulation = "House";
simulation = "Magazine";
simulation = "Maverickweapon";
simulation = "ObjView";
simulation = "ProxyCrew";
simulation = "ProxyHeadgear";
simulation = "ProxyInventoryOld";
simulation = "ProxyRadio";
simulation = "ProxyRetex";
simulation = "ProxySecWeapon";
simulation = "ProxySubpart";
simulation = "ProxyWeapon";
simulation = "Pylonpod";
simulation = "RandomShape";
simulation = "Road";
simulation = "RopeSegment";
simulation = "SeaGull";
simulation = "StreetLamp";
simulation = "Temp";
simulation = "Windsock";
singSound
See also CfgVehicles_Config_Reference#Sounds Various
singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};
straightDistance
See also CfgVehicles_Config_Reference#straightDistance
straightDistance = 0.5;
straightDistance = 2;
straightDistance = 10;
straightDistance = 50;
T
turning
Float: angular acceleration - relative (the higher, the more maneuvrable)
See also CfgVehicles_Config_Reference#turning
turning = 1;
turning = 2;
turning = 5;