CfgNonAIVehicles Config Reference

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Introduction

For basics see also: CfgVehicles 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

Integer:

See also CfgVehicles_Config_Reference#access

access = 0;

aggregateReflectors

Array:

aggregateReflectors[] = {{"Light_1"}};

airFriction...

Array:

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

Boolean:

// insects have no animation, only birds

See also CfgVehicles_Config_Reference#animated

animated = 0;
animated = 1;

armor

Float:

See also CfgVehicles_Config_Reference#armor (integer)

armor = 50;
armor = 500;

armorLights

Float:

See also CfgVehicles_Config_Reference#armor...

armorLights = 1;

armorStructural

Float:

See also CfgVehicles_Config_Reference#armor...

armorStructural = 1;

autoCenter

Boolean:

See also CfgVehicles_Config_Reference#autocenter

autoCenter = 0;

avgHeight

Float:

See also CfgVehicles_Config_Reference#...Height

avgHeight = 0.2;
avgHeight = 0.3;
avgHeight = 1.2;
avgHeight = 10;
avgHeight = 70;

B

brightness

Float:

1 == light is full at 50 m

See also CfgVehicles_Config_Reference#brightness

brightness = 0.2;

C

canBeShot

Boolean:

See also CfgVehicles_Config_Reference#canBeShot

canBeShot = 0;
canBeShot = 1;

classes Embedded

see #Embedded ClassNames

cloth

String:

cloth = "Windsock";

colorAmbient

Array:

See also CfgVehicles_Config_Reference#ambient

colorAmbient[] = {0.1,0.1,0.1};

colorDiffuse

Array:

colorDiffuse[] = {0.9,0.8,0.6};

cost

Float:

See also CfgVehicles_Config_Reference#cost

cost = 30000;

crewPosition

String:

crewPosition = "CPCargo";
crewPosition = "CPCommander";
crewPosition = "CPDriver";
crewPosition = "CPGunner";

crossHairs

String:

crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";

D

destrType

String:

See also CfgVehicles_Config_Reference#destrType

destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";

displayName

String:

See also CfgVehicles_Config_Reference#displayName

displayName = "Text";

E

editorSubcategory

String:

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

Array:

See also CfgVehicles_Config_Reference#Sounds Various

flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};

fsm

Array:

fsm[] = {"Butterfly"};
fsm[] = {"Dragonfly"};
fsm[] = {"HoneyBee"};

H

hiddenSelections

Array:

See also CfgVehicles_Config_Reference#hiddenSelections

hiddenSelections[] = {"Camo1","Camo2","Camo3"};

I

icon

String:

See also CfgVehicles_Config_Reference#icon

icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
icon = "iconObject_3x1";

inventoryType

String:

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

Float:

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

Float:

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

String:

See also CfgVehicles_Config_Reference#model

model = "\A3\Weapons_F\empty.p3d";

models

Array:

models[] = {};

moves

String:

See also CfgVehicles_Config_Reference#moves

moves = "CfgMovesBird";
moves = "CfgMovesButterfly";

R

radius

Float: camera construction radius

radius = 125;

reversed

Boolean:

See also CfgVehicles_Config_Reference#reversed

reversed = 0;
reversed = 1;

S

scope

Integer:

See also CfgVehicles_Config_Reference#scope

scope = 0;
scope = 1;
scope = 2;

scopeCurator

Integer:

scopeCurator = 0;
scopeCurator = 2;

selectionFabric

String:

See also CfgVehicles_Config_Reference#selection...

selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";

shadow

Boolean:

shadow = 1;

simulation

String:

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

Array:

See also CfgVehicles_Config_Reference#Sounds Various

singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};

straightDistance

Float:

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;