CfgSurfaces Config Reference – Arma 3
(→files: added docu from BI on pattern matching) |
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{{Cfg ref|start}} | {{Cfg ref|start}} | ||
{{Cfg ref|abc}} | {{Cfg ref|abc}} | ||
===A=== | === A === | ||
====access==== | ==== access ==== | ||
[[TokenNameValueTypes|Integer]]: Determines the manipulability of the class. | [[TokenNameValueTypes|Integer]]: Determines the manipulability of the class. | ||
{| class="bikitable" | {| class="bikitable" | ||
! Value | ! Value !! Type !! Description | ||
|- | |- | ||
| <tt>0</tt> | | <tt>0</tt> || ReadAndWrite ||| Additional values can be added | ||
|- | |- | ||
| <tt>1</tt> | | <tt>1</tt> || ReadAndCreate ||| Only adding new class members is allowed | ||
|- | |- | ||
| <tt>2</tt> | | <tt>2</tt> || ReadOnly ||| No modifications enabled | ||
|- | |- | ||
| <tt>3</tt> | | <tt>3</tt> || ReadOnlyVerified ||| No modifications enabled | ||
|} | |} | ||
All ''BIS'' classes are '''ReadOnlyVerified''' and can only be inherited into a new class | All ''BIS'' classes are '''ReadOnlyVerified''' and can only be inherited into a new class | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
access = 2; //ReadOnly | access = 2; // ReadOnly | ||
</syntaxhighlight> | </syntaxhighlight> | ||
====AIAvoidStance==== | ==== AIAvoidStance ==== | ||
{{GVI|arma3|1.60}} | {{GVI|arma3|1.60}} | ||
[[TokenNameValueTypes|Integer]]: Allows restricting the AI from entering prone with two levels of emphasis | [[TokenNameValueTypes|Integer]]: Allows restricting the AI from entering prone with two levels of emphasis | ||
{| class="bikitable" | {| class="bikitable" | ||
! Value | ! Value !! Description | ||
|- | |- | ||
| <tt>0</tt> | | <tt>0</tt> || No change in behavior | ||
|- | |- | ||
| <tt>1</tt> | | <tt>1</tt> || Less preference for going prone | ||
|- | |- | ||
| <tt>2</tt> | | <tt>2</tt> || Almost never going prone | ||
|} | |} | ||
===C=== | === C === | ||
====character==== | |||
==== character ==== | |||
[[TokenNameValueTypes|String]]: Points to a corresponding [[CfgSurfaceCharacters]] entry, which defines the clutter on this surface. | [[TokenNameValueTypes|String]]: Points to a corresponding [[CfgSurfaceCharacters]] entry, which defines the clutter on this surface. | ||
<syntaxhighlight lang="cpp"> | |||
character = "Empty"; // No clutter will be used on this surface | |||
character = "SeabedClutter"; // SeabedClutter defined in CfgSurfaceCharacters will be used on this surface | |||
</syntaxhighlight> | |||
=== D === | |||
==== dust ==== | |||
====dust==== | |||
[[TokenNameValueTypes|Float]]: Amount of dust vehicles will create on this surface (higher value = more dust) | [[TokenNameValueTypes|Float]]: Amount of dust vehicles will create on this surface (higher value = more dust) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
dust = 0.75; //High amount of dust, used for GdtStratisDryGrass | dust = 0.75; // High amount of dust, used for GdtStratisDryGrass | ||
dust = 0.05; //Almost no dust, used for GdtConcrete | dust = 0.05; // Almost no dust, used for GdtConcrete | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===F=== | === F === | ||
====files==== | |||
==== files ==== | |||
[[TokenNameValueTypes|String]]: Defines which ground texture and [https://community.bistudio.com/wiki/LOD#Roadway roadway] texture filenames this surface will apply to | [[TokenNameValueTypes|String]]: Defines which ground texture and [https://community.bistudio.com/wiki/LOD#Roadway roadway] texture filenames this surface will apply to | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
files = "gdt_grass_green_*"; //Tells the ground texture what surface it corresponds to | files = "gdt_grass_green_*"; // Tells the ground texture what surface it corresponds to | ||
files = "surfint_wood_*"; //Tells the texture used in the roadway LOD what surface it corresponds to | files = "surfint_wood_*"; // Tells the texture used in the roadway LOD what surface it corresponds to | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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full pattern and short pattern with ?????? omitted | full pattern and short pattern with ?????? omitted | ||
====friction==== | ==== friction ==== | ||
[[TokenNameValueTypes|Float]]: Unknown | [[TokenNameValueTypes|Float]]: Unknown | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
friction = 0.9; //Default value, used by all A3 surfaces | friction = 0.9; // Default value, used by all A3 surfaces | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===G=== | === G === | ||
====grassCover==== | |||
==== grassCover ==== | |||
[[TokenNameValueTypes|Float]]: Used to simulate grass cover at a distance by sinking the target into the ground (higher value = more sinking) | [[TokenNameValueTypes|Float]]: Used to simulate grass cover at a distance by sinking the target into the ground (higher value = more sinking) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
grassCover = 0; //Used by GdtStratisConcrete, there will be no simulated grass cover at a distance | grassCover = 0; // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance | ||
grassCover = 0.05; //Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance | grassCover = 0.05; // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===I=== | === I === | ||
====impact==== | ==== impact ==== | ||
[[TokenNameValueTypes|String]]: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in [https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#HitEffects CfgAmmo] | [[TokenNameValueTypes|String]]: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in [https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#HitEffects CfgAmmo] | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
impact = "hitGroundHard"; //Used by GdtStony, particle effect will be chunks of rock flying when hit | impact = "hitGroundHard"; // Used by GdtStony, particle effect will be chunks of rock flying when hit | ||
impact = "hitGroundSoft"; //Used by GdtStratisDirt, particle effect will be dirt flying when hit | impact = "hitGroundSoft"; // Used by GdtStratisDirt, particle effect will be dirt flying when hit | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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</spoiler> | </spoiler> | ||
====isWater==== | ==== isWater ==== | ||
[[TokenNameValueTypes|Integer]]: Declares whether the surface is water | [[TokenNameValueTypes|Integer]]: Declares whether the surface is water | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
isWater = 1; //Used by SurfWater, declares the surface as water | isWater = 1; // Used by SurfWater, declares the surface as water | ||
isWater = 0; //Used by Default, declares the surface is not water | isWater = 0; // Used by Default, declares the surface is not water | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===L=== | === L === | ||
====lucidity==== | |||
==== lucidity ==== | |||
[[TokenNameValueTypes|Float]]: Unknown | [[TokenNameValueTypes|Float]]: Unknown | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
lucidity = 0.3; //Used by GdtStratisConcrete | lucidity = 0.3; // Used by GdtStratisConcrete | ||
lucidity = 3.5; //Used by GdtStratisForestPine | lucidity = 3.5; // Used by GdtStratisForestPine | ||
lucidity = 150; //Used by GdtStratisSeabed | lucidity = 150; // Used by GdtStratisSeabed | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===M=== | === M === | ||
====maxClutterColoringCoef==== | |||
==== maxClutterColoringCoef ==== | |||
[[TokenNameValueTypes|Float]]: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1) | [[TokenNameValueTypes|Float]]: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxClutterColoringCoef = 1.35; //Used by GdtStratisConcrete | maxClutterColoringCoef = 1.35; // Used by GdtStratisConcrete | ||
maxClutterColoringCoef = 1.5; //Used by GdtBeach | maxClutterColoringCoef = 1.5; // Used by GdtBeach | ||
</syntaxhighlight> | </syntaxhighlight> | ||
====maxSpeedCoef==== | ==== maxSpeedCoef ==== | ||
[[TokenNameValueTypes|Float]]: Defines the maximum speed coefficient on that surface | [[TokenNameValueTypes|Float]]: Defines the maximum speed coefficient on that surface | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxSpeedCoef = 1; //Used by GdtStratisConcrete, no change in speed | maxSpeedCoef = 1; // Used by GdtStratisConcrete, no change in speed | ||
maxSpeedCoef = 0.9; //Used by GdtStratisGreenGrass, 10% reduction in speed | maxSpeedCoef = 0.9; // Used by GdtStratisGreenGrass, 10% reduction in speed | ||
maxSpeedCoef = 0.8; //Used by GdtStratisForestPine, 20% reduction in speed | maxSpeedCoef = 0.8; // Used by GdtStratisForestPine, 20% reduction in speed | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===R=== | === R === | ||
====restitution==== | |||
[[TokenNameValueTypes|Float]]:Unknown | ==== restitution ==== | ||
<syntaxhighlight lang=" | [[TokenNameValueTypes|Float]]: Unknown | ||
restitution= 0; //Used by every surface | <syntaxhighlight lang="cpp"> | ||
restitution= 0; // Used by every surface | |||
</syntaxhighlight> | </syntaxhighlight> | ||
====rough==== | ==== rough ==== | ||
[[TokenNameValueTypes|Float]]:Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps) | [[TokenNameValueTypes|Float]]: Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
rough = 0.05; //Used by GdtStratisConcrete, minimal bumps | rough = 0.05; // Used by GdtStratisConcrete, minimal bumps | ||
rough = 0.15; //Used by GdtMud, fairly bumpy | rough = 0.15; // Used by GdtMud, fairly bumpy | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===S=== | === S === | ||
====soundEnviron==== | |||
[[TokenNameValueTypes|String]]:Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in [https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#SoundEnvironExt_Class SoundEnvironExt] | ==== soundEnviron ==== | ||
<syntaxhighlight lang=" | [[TokenNameValueTypes|String]]: Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in [https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#SoundEnvironExt_Class SoundEnvironExt] | ||
soundEnviron = "drygrass"; //Used by GdtGrassDry, dry grass sound | <syntaxhighlight lang="cpp"> | ||
soundEnviron = "gravel"; | soundEnviron = "drygrass"; // Used by GdtGrassDry, dry grass sound | ||
soundEnviron = "int_wood"; //Used by SurfIntWood, weapons fired while on this surface will have a reverb effect. | soundEnviron = "gravel"; // Used by SurfRoadDirt, gravel sound | ||
soundEnviron = "int_wood"; // Used by SurfIntWood, weapons fired while on this surface will have a reverb effect. | |||
</syntaxhighlight> | </syntaxhighlight> | ||
This value also determines the sound for footsteps inside of a building corresponding for the [https://community.bistudio.com/wiki/LOD#Roadway roadway] LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface. | This value also determines the sound for footsteps inside of a building corresponding for the [https://community.bistudio.com/wiki/LOD#Roadway roadway] LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface. | ||
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</spoiler> | </spoiler> | ||
====soundHit==== | ==== soundHit ==== | ||
[[TokenNameValueTypes|String]]:Defines the sound played when the surface is struck by a bullet | [[TokenNameValueTypes|String]]: Defines the sound played when the surface is struck by a bullet | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
soundHit = "concrete"; //Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit | soundHit = "concrete"; // Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit | ||
soundHit = "soft_ground"; //Used by GdtStratisDirt, sound of dirt is played when this surface is hit | soundHit = "soft_ground"; // Used by GdtStratisDirt, sound of dirt is played when this surface is hit | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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</spoiler> | </spoiler> | ||
====surfaceFriction==== | ==== surfaceFriction ==== | ||
[[TokenNameValueTypes|Float]]: Defines the surface friction on this surface (lower value = more friction) | [[TokenNameValueTypes|Float]]: Defines the surface friction on this surface (lower value = more friction) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
surfaceFriction = 2.5; //Used by SurfRoadTarmac, highest surface friction value | surfaceFriction = 2.5; // Used by SurfRoadTarmac, highest surface friction value | ||
surfaceFriction = 2; //Used by SurfRoadConcrete, above average surface friction value | surfaceFriction = 2; // Used by SurfRoadConcrete, above average surface friction value | ||
surfaceFriction = 1.8; //Used by GdtDirt, below average surface friction value | surfaceFriction = 1.8; // Used by GdtDirt, below average surface friction value | ||
surfaceFriction = 1.5; //Used by GdtMarsh, low end of surface friction values | surfaceFriction = 1.5; // Used by GdtMarsh, low end of surface friction values | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===T=== | === T === | ||
====tracksAlpha==== | |||
==== tracksAlpha ==== | |||
[[TokenNameValueTypes|Integer]]: Defines the alpha value of vehicle tracks | [[TokenNameValueTypes|Integer]]: Defines the alpha value of vehicle tracks | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
tracksAlpha = 1; | tracksAlpha = 1; // Default value used by all surfaces | ||
</syntaxhighlight> | </syntaxhighlight> | ||
====transparency==== | ==== transparency ==== | ||
[[TokenNameValueTypes|Integer]]: Unknown | [[TokenNameValueTypes|Integer]]: Unknown | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
transparency = -1; //Default value used by all surfaces | transparency = -1; // Default value used by all surfaces | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 14:13, 17 May 2018
Template:Cfg ref Template:Cfg ref
A
access
Integer: Determines the manipulability of the class.
Value | Type | Description |
---|---|---|
0 | ReadAndWrite | Additional values can be added |
1 | ReadAndCreate | Only adding new class members is allowed |
2 | ReadOnly | No modifications enabled |
3 | ReadOnlyVerified | No modifications enabled |
All BIS classes are ReadOnlyVerified and can only be inherited into a new class
access = 2; // ReadOnly
AIAvoidStance
1.60 Integer: Allows restricting the AI from entering prone with two levels of emphasis
Value | Description |
---|---|
0 | No change in behavior |
1 | Less preference for going prone |
2 | Almost never going prone |
C
character
String: Points to a corresponding CfgSurfaceCharacters entry, which defines the clutter on this surface.
character = "Empty"; // No clutter will be used on this surface
character = "SeabedClutter"; // SeabedClutter defined in CfgSurfaceCharacters will be used on this surface
D
dust
Float: Amount of dust vehicles will create on this surface (higher value = more dust)
dust = 0.75; // High amount of dust, used for GdtStratisDryGrass
dust = 0.05; // Almost no dust, used for GdtConcrete
F
files
String: Defines which ground texture and roadway texture filenames this surface will apply to
files = "gdt_grass_green_*"; // Tells the ground texture what surface it corresponds to
files = "surfint_wood_*"; // Tells the texture used in the roadway LOD what surface it corresponds to
From commented configs of BI (binarize\bin)
Caution: wildcard pattern "files" is matched using special purpose matching * may be used only as last character of the pattern * matches any string in filename ? matches any single character in filename when six trailing question-marks are detected "??????", two patterns are matched: full pattern and short pattern with ?????? omitted
friction
Float: Unknown
friction = 0.9; // Default value, used by all A3 surfaces
G
grassCover
Float: Used to simulate grass cover at a distance by sinking the target into the ground (higher value = more sinking)
grassCover = 0; // Used by GdtStratisConcrete, there will be no simulated grass cover at a distance
grassCover = 0.05; // Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance
I
impact
String: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in CfgAmmo
impact = "hitGroundHard"; // Used by GdtStony, particle effect will be chunks of rock flying when hit
impact = "hitGroundSoft"; // Used by GdtStratisDirt, particle effect will be dirt flying when hit
Check the spoiler for impact values used in vanilla A3 in 1.68:
default_Mat hitWater hitGroundHard hitConcrete hitGroundSoft hitVirtual HitGroundRed hitGroundRed
isWater
Integer: Declares whether the surface is water
isWater = 1; // Used by SurfWater, declares the surface as water
isWater = 0; // Used by Default, declares the surface is not water
L
lucidity
Float: Unknown
lucidity = 0.3; // Used by GdtStratisConcrete
lucidity = 3.5; // Used by GdtStratisForestPine
lucidity = 150; // Used by GdtStratisSeabed
M
maxClutterColoringCoef
Float: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1)
maxClutterColoringCoef = 1.35; // Used by GdtStratisConcrete
maxClutterColoringCoef = 1.5; // Used by GdtBeach
maxSpeedCoef
Float: Defines the maximum speed coefficient on that surface
maxSpeedCoef = 1; // Used by GdtStratisConcrete, no change in speed
maxSpeedCoef = 0.9; // Used by GdtStratisGreenGrass, 10% reduction in speed
maxSpeedCoef = 0.8; // Used by GdtStratisForestPine, 20% reduction in speed
R
restitution
Float: Unknown
restitution= 0; // Used by every surface
rough
Float: Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps)
rough = 0.05; // Used by GdtStratisConcrete, minimal bumps
rough = 0.15; // Used by GdtMud, fairly bumpy
S
soundEnviron
String: Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in SoundEnvironExt
soundEnviron = "drygrass"; // Used by GdtGrassDry, dry grass sound
soundEnviron = "gravel"; // Used by SurfRoadDirt, gravel sound
soundEnviron = "int_wood"; // Used by SurfIntWood, weapons fired while on this surface will have a reverb effect.
This value also determines the sound for footsteps inside of a building corresponding for the roadway LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface.
Check the spoiler for soundEnviron values used in vanilla A3 in 1.68:
normalExt water gravel concrete tarmac wood metal wavymetal roof_tiles int_wood int_concrete int_tiles int_metal normal sand dirt drygrass grass stony debris sand_exp rock seabed_exp tiling virtual dirt_exp concrete_exp asphalt_exp int_concrete_exp pavement_exp int_pavement_exp stones_exp int_solidwood_exp softwood_exp int_softwood_exp steel_exp metalplate_exp metalplatepressed_exp int_metalplate_exp gridmetal_exp wavymetal_exp int_carpet_exp int_mat_exp mud_exp straw_exp int_lino_exp lino_exp rooftiles_exp gravel_exp grass_exp grasstall_exp forest_exp↑ Back to spoiler's top
soundHit
String: Defines the sound played when the surface is struck by a bullet
soundHit = "concrete"; // Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit
soundHit = "soft_ground"; // Used by GdtStratisDirt, sound of dirt is played when this surface is hit
Check the spoiler for soundHit values used in vanilla A3 in 1.68:
hard_ground concrete soft_ground building
surfaceFriction
Float: Defines the surface friction on this surface (lower value = more friction)
surfaceFriction = 2.5; // Used by SurfRoadTarmac, highest surface friction value
surfaceFriction = 2; // Used by SurfRoadConcrete, above average surface friction value
surfaceFriction = 1.8; // Used by GdtDirt, below average surface friction value
surfaceFriction = 1.5; // Used by GdtMarsh, low end of surface friction values
T
tracksAlpha
Integer: Defines the alpha value of vehicle tracks
tracksAlpha = 1; // Default value used by all surfaces
transparency
Integer: Unknown
transparency = -1; // Default value used by all surfaces