CfgAmmo Config Reference: Difference between revisions
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{{ | {{Cfg ref|start}} | ||
==Introduction== | |||
'''''cfgAmmo''''', '''''cfgMagazines''''', '''''cfgWeapons''''' and '''''cfgVehicles''''' are root classes defined in the engine's <tt>config.bin</tt>. | |||
These classes can be subsequently added to by addons. | |||
cfgAmmo, | ''cfgAmmo'' defines the missile or projectile characteristics for ammunition held in a ''cfgMagazine'' which, in turn, is used by a ''cfgWeapon'', which, in turn, is selected for use in a (series of) ''cfgVehicles'' or added as a portable weapon for a soldier. | ||
The same ammunition can be used by multiple magazines, and the same magazine can be used by multiple weapons. Generally, the same ammunition and the same magazine are used where possible, for consistency amongst weapons and to allow tweaks and changes to any single ''cfgAmmo'' to propagate naturally through all sources that use it. | |||
Note that engines accept integer values where a float would normally be expected. | '''Note''' that engines accept ''integer'' values where a ''float'' would normally be expected. | ||
=== OFP Legacy Behaviour === | ===OFP Legacy Behaviour=== | ||
All ''[[Real Virtuality]]'' games since ''Arma'' use the root class ''cfgMagazines''. In contrast, ''OFP/Arma: Cold War Assault'' relies on constructs within its ''cfgWeapons'' class to distinguish between weapon and magazine parameters. | |||
The ''cfgAmmo'' class is similar across every game engine, and aside from incremental additions of tokens with new game versions, the overall structure has not changed significantly. | |||
===Modifications=== | |||
<syntaxhighlight lang="c"> | |||
access = 1; | |||
</syntaxhighlight> | |||
#Ammunition classes can be added. | |||
#Existing classes can (sometimes) be altered. | |||
= | The default ''class'' for ''cfgAmmo'' specifies <tt>access = 3;</tt> - Almost all subsequent classes inherit this value, which means they cannot be altered in any way. | ||
To allow YOUR addon to subsequently modify YOUR ammunition (should you wish other addons to do so), you '''must''' change the <tt>access=</tt> in YOUR ammunition. | |||
===CamShake=== | |||
New to ''[[Arma 3]]'' is the ability to introduce ''camera shake'' to the firing of weapons by including subclasses within each ''cfgAmmo'' definition. In all cases, ''CamShake'' only affects players (as obviously, ''AI'' have no screens to shake). | |||
:'''CamShakeFire''' applies to anyone within the specified ''distance'' of the firer. | |||
:'''CamShakePlayerFire''' applies to the firer directly, instead of the proximity effect. | |||
:'''CamShakeHit''' applies to anyone struck by or within the area of effect ([[#indirectHit|indirectHitRange]]) of the projectile. Parameters are the same as the ''[[addCamShake]]'' command. | |||
Example: | |||
<syntaxhighlight lang="c"> | |||
class myAmmo: BulletCore | |||
{ | |||
class CamShakeFire | |||
{ | |||
power = 30; | |||
duration = 0.5; | |||
frequency = 20; | |||
distance = 30; | |||
}; | |||
class CamShakePlayerFire | |||
{ | |||
power = 0.06; | |||
duration = 0.1; | |||
frequency = 20; | |||
}; | |||
class CamShakeHit | |||
{ | |||
power = 100; | |||
duration = 1; | |||
frequency = 20; | |||
}; | |||
} | |||
</syntaxhighlight> | |||
== | ==Alphabetical Order== | ||
{{Cfg ref|abc}} | |||
===A=== | |||
====airFriction==== | |||
;Type:[[TokenNameValueTypes|Float]] | |||
;Description: As implied, how much the air friction slows down the projectile. Negative values. | |||
====airLock==== | |||
;Type: [[TokenNameValueTypes|Boolean]] | |||
;Description: Declares if ammo can lock on air targets. Also makes ''AI'' to decide whether to engage air units with the particular ammo. | |||
====allowAgainstInfantry==== | |||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: Default <tt>1</tt>. If <tt>0</tt>, the ''AI'' will not (deliberately) employ this weapon against infantry targets. Used to override ''[[#cost|cost]]'' behaviour. | |||
====animated==== | |||
====audibleFire==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: How much can ''AI'' hear when given weapon is fired. | |||
<syntaxhighlight lang="c"> | |||
audibleFire = 5.0; | |||
</syntaxhighlight> | |||
====autoSeekTarget==== | |||
;Description: Self-guided projectiles? Used in ''anti-tank'' artillery shells. | |||
= | ===B=== | ||
====brightness==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: The intensity of the light source. Used in ''illuminating flares''. | |||
== | <syntaxhighlight lang="c"> | ||
brightness = 2; | |||
</syntaxhighlight> | |||
< | |||
== | ===C=== | ||
[[TokenNameValueTypes| | ====canLock==== | ||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: Declares if ammo is able to lock (necessary for ''airLock'', ''irLock'' and ''laserLock''). | |||
;Possible values: <tt>0</tt> = false, <tt>1</tt> = cadet mode only, and <tt>2</tt> = always. | |||
== | <syntaxhighlight lang="c"> | ||
canLock = 0; | |||
</syntaxhighlight> | |||
< | |||
== | ====cartridge==== | ||
;Type: [[TokenNameValueTypes|String]] | |||
;Description: Declares the path to the cartridge ''P3D model'', which may be ejected on each shot. Like all model specifications, <tt>.p3d</tt> is inferred. | |||
== | <syntaxhighlight lang="c"> | ||
[ | cartridge = "FxCartridge[.p3d]"; | ||
< | </syntaxhighlight> | ||
====cost==== | |||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: ''Cost-gain'' evaluation is performed to choose an appropriate weapon. | |||
:''Gain'' includes self-preservation. | |||
:''Cost'' includes time required to complete the attack. | |||
As a result, weapons with ''high cost'' are unlikely to be used against common targets, esp. when ''low cost'' weapons are available. Still, there may be situation where ''AI'' may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly. | |||
== | <syntaxhighlight lang="c"> | ||
cost = 5000; | |||
< | </syntaxhighlight> | ||
= | ====cmImmunity==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Specifies a missile's resistance to countermeasures (such as ''chaff'' and ''flares''). | |||
;Possible range: <tt>0.0</tt> to <tt>1.0</tt> | |||
== | <syntaxhighlight lang="c"> | ||
cmImmunity = 0.9; | |||
</syntaxhighlight> | |||
< | |||
====CraterEffects==== | |||
;Type: [[TokenNameValueTypes|String]] | |||
;Description: Declares which crater effect to spawn on ''hit on ground''. | |||
;Possible values: <tt>BombCrater</tt>, <tt>ExploAmmoCrater</tt>, <tt>GrenadeCrater</tt>, <tt>ImpactEffectsBig</tt>, <tt>MissileCrater</tt>, and <tt>ShellCrater</tt>. | |||
= | <syntaxhighlight lang="c"> | ||
CraterEffects = "ExploAmmoCrater"; | |||
</syntaxhighlight> | |||
== | ===D=== | ||
[[TokenNameValueTypes|Integer]] | ====deflecting==== | ||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: Declares if ammo is deflecting and thus it's deflection angle. | |||
<syntaxhighlight lang="c"> | |||
deflecting = 10; | |||
</syntaxhighlight> | |||
== | ===E=== | ||
====effectsFire==== | |||
====effectsMissile==== | |||
== | ====effectsSmoke==== | ||
====explosionEffects==== | |||
;Type: [[TokenNameValueTypes|String]] | |||
;Description: Declares which explosion effect to spawn on ''hit''. | |||
;Possible values: <tt>BombExplosion</tt>, <tt>ExploAmmoExplosion</tt>, <tt>ExplosionEffects</tt>, and <tt>GrenadeExplosion</tt>. | |||
====explosionTime==== | |||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: Declares after how many seconds ammo will explode (''e.g.'' used on ''timed hand grenades''). | |||
<syntaxhighlight lang="c"> | |||
explosionTime = 5; | |||
</syntaxhighlight> | |||
== | ====explosive==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Declares if ammo is explosive, and if it is, how much of the damage is done using explosion. The rest is assumed to be caused by kinetic impact. | |||
:<tt>1</tt> means fully explosive, <tt>0</tt> means fully kinetic. | |||
===F=== | |||
====fuseDistance==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: The ''minimum'' distance any ''explosive projectile'' has to travel, before it becomes ''armed'' and thus explodes on impact. | |||
Missiles hitting short of the given range still visually explode, causing no damage or shockwave effects. | |||
Grenades will stick into the ground for ''x'' amount of time and then disappear causing no damage, or (in case <tt>''explosionTime=''</tt> is set) explode after ''x'' seconds, causing damage. | |||
===H=== | |||
====hit==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Damage on hit. In OFP total damage is calculated as: <tt>''Total damage'' = ''Hit damage'' - ''Indirect damage''</tt> (while hit value is larger than ''indirectHit''). | |||
<syntaxhighlight lang="c"> | |||
hit = 8; | |||
</syntaxhighlight> | |||
= | ====HitEffects==== | ||
<syntaxhighlight lang="c"> | |||
class HitEffects | |||
{ | |||
vehicle = "ImpactMetal"; | |||
object = "ImpactConcrete"; | |||
}; | |||
</syntaxhighlight> | |||
== | ====hit...[]==== | ||
;Description: The list of sound effects, themselves defined as [[#sound....5B.5D|sound...[]]] arrays, to play whenever the specified events occur, with the loudness or intensity of the sound following. | |||
All array values are defaulted to: | |||
<syntaxhighlight lang="c"> | |||
hitBuilding[] = {"soundHit", 1}; | |||
</syntaxhighlight> | |||
Example: | |||
= | <syntaxhighlight lang="c"> | ||
hitGroundSoft[] = { | |||
"soundGroundSoft1", 0.2, | |||
"soundGroundSoft2", 0.2, | |||
"soundGroundSoft3", 0.1, | |||
"soundGroundSoft4", 0.1, | |||
"soundGroundSoft5", 0.1, | |||
"soundGroundSoft6", 0.1, | |||
"soundGroundSoft7", 0.1, | |||
"soundGroundSoft8", 0.1 | |||
}; | |||
</syntaxhighlight> | |||
== | =====hitArmor[]===== | ||
== | =====hitBuilding[]===== | ||
== | =====hitConcrete[]===== | ||
== | =====hitDefault[]===== | ||
== | =====hitFoliage[]===== | ||
=====hitGlass[]===== | |||
== | =====hitGlassArmored[]===== | ||
=====hitGround[]===== | |||
;Description: OFP (only) | |||
=====hitGroundHard[]===== | |||
= | =====hitGroundSoft[]===== | ||
== | =====hitIron[]===== | ||
= | =====hitMan[]===== | ||
== | =====hitMetal[]===== | ||
=====hitMetalplate[]===== | |||
== | =====hitPlastic[]===== | ||
=====hitRubber[]===== | |||
== | =====hitWood[]===== | ||
===I=== | |||
====indirectHit==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Damage in ''indirectHitRange''. | |||
<syntaxhighlight lang="c"> | |||
indirectHit = 8; | |||
</syntaxhighlight> | |||
=== | ====indirectHitRange==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Radius in metres where ''indirectHit'' damage is caused. | |||
== | |||
<syntaxhighlight lang="c"> | |||
indirectHitRange = 75; | |||
</syntaxhighlight> | |||
====initTime==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: How long (in seconds) the projectile waits before starting it's ''motor''. | |||
= | <syntaxhighlight lang="c"> | ||
initTime = 0.2; | |||
</syntaxhighlight> | |||
== | ====irLock==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Boolean]] | ||
;Description: Declares if ammo can lock on ''IR-targets''. | |||
===L=== | |||
====laserLock==== | |||
;Type: [[TokenNameValueTypes|Boolean]] | |||
;Description: Declares if ammo can lock on ''laser designator''. | |||
== | ====lightColor[]==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Array]] | ||
;Description: Declares color of light (''e.g.'' on ''flares''). | |||
<syntaxhighlight lang="c"> | |||
lightColor[] = {1, 1, 1, 0}; | |||
</syntaxhighlight> | |||
== | ===M=== | ||
[[TokenNameValueTypes|Float]] | ====maneuvrability==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Declares maneuvrability of guided missiles. | |||
Higher values than <tt>30-33</tt> cause ''the missile'' (when locked on) to spin wildly and rarely hit the target. | |||
Tweaking ''sideAirFriction'' and ''simulationStep'' makes the missile track and hit it's target, but (especially in ''multiplayer'') from other player's ''POV'' the missile will spin out of control, whilst from the shooters own ''POV'', it will still fly straight and hit it's target. | |||
<syntaxhighlight lang="c"> | |||
manueuvrability = 30; | |||
</syntaxhighlight> | |||
====manualControl==== | |||
;Type: [[TokenNameValueTypes|Boolean]] | |||
;Description: If <tt>1</tt>, causes the projectile to be guided towards the firer's crosshairs. | |||
See: [http://en.wikipedia.org/wiki/SACLOS SACLOS guidance behaviour], such as for ''TOW'' missiles. | |||
== | <syntaxhighlight lang="c"> | ||
manualControl = 0; | |||
< | </syntaxhighlight> | ||
== | ====maxControlRange==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Float]] | ||
;Description: Declares in which distance to player ammo can be controlled during flight. | |||
Using this on handheld ''launchers'' causes the ''missile'' to ''time-out'' after approximately 1.5km, loosing all control of the warhead, which causes the missile to spin around/take off in random directions (until it self-destructs - ''timeToLive''), making higher values useless. | |||
Using this on any ''vehicle mounted launchers'' (like the ''TOW'', ''Hellfire'' or ''Maverick'') allows the warhead to track '''and''' turn to follow it's target even if said target is behind the player's vehicle (and possibly ''AI-controlled'' ones too), which requires a high ''manueuvrability'' value on the missile. | |||
That way, one can simply lock on, then pass the locked ''target'' and shoot a missile, which will follow the target even without direct line of sight. | |||
'''Note''' that The missile follows the target regardless of ''obstacles'', ''init-time'' or ''initspeed'', meaning the missile might crash into the ground, especially at lower heights. | |||
<syntaxhighlight lang="c"> | |||
maxControlRange = 5000; | |||
</syntaxhighlight> | |||
== | ====maxSpeed==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Float]] | ||
;Description: Declares the maximum speed (metres per second). | |||
<syntaxhighlight lang="c"> | |||
maxSpeed = 241; | |||
</syntaxhighlight> | |||
== | ====model==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|String]] | ||
;Description: Declares path to model. | |||
<syntaxhighlight lang="c"> | |||
model = "\ca\weapons\bullet[.p3d]" | |||
</syntaxhighlight> | |||
====min/mid/maxRange...==== | |||
;Description: These tokens are present in {{Name|ofp|short}} only. They were badly classed in {{Name|ofp|short}}, causing all weapons using this specific ''bullet'' to exhibit this behaviour rather than the behaviour of the ''rifle''. As such they were transferred to Arma's ''cfgWeapons''{{Clarify}}. | |||
'''Above statement is not true'''; Even in {{Name|arma2|short}} and {{Name|oa|short}}, these values still exist and affect the ''AI'' '''and only the AI''' in the following ways: | |||
:The tokens are found/put on each weapons "''firing modes''", or on the gun itself, if it has no separate firing modes{{Clarify}}. | |||
=====minRange===== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: ''Minimum'' engagement range for the ''AI''. | |||
Below given values, the ''AI'' '''will not''' engage but just "''stare them down''", even if they get shot at, and (most likely) killed. | |||
<syntaxhighlight lang="c"> | |||
Minrange = 5; | |||
</syntaxhighlight> | |||
== | =====minRangeProbab===== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
''' | ;Description: ''Probability'' declaring how '''''high''''' the chance is that the ''AI'' will engage a target at ''minRange'' using ''this (current)'' firing mode. | ||
Values are <tt>0.0</tt> to <tt>1.0</tt> where <tt>1.0</tt> equates to a ''100% likelihood''. | |||
< | |||
= | <syntaxhighlight lang="c"> | ||
minRangeProbab = 0.02; | |||
< | </syntaxhighlight> | ||
=====midRange===== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: ''Mid-Range'' engagement range for ''AI'''s using ''this (current)'' firing mode. | |||
= | <syntaxhighlight lang="c"> | ||
midRange = 150; | |||
< | </syntaxhighlight> | ||
=====midRangeProbab===== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: ''Probability'' declaring how '''''high''''' the chance is that the ''AI'' will engage a target at ''midRange''. | |||
Values are <tt>0.0</tt> to <tt>1.0</tt> where <tt>1.0</tt> equates to a ''100% likelihood''. | |||
< | |||
== | <syntaxhighlight lang="c"> | ||
midRangeProbab = 0.7; | |||
< | </syntaxhighlight> | ||
=====maxRange===== | |||
=== | ;Type: [[TokenNameValueTypes|Float]] | ||
[[TokenNameValueTypes|Float]] | ;Description: ''Maximum'' range possible for the ''AI''. | ||
Although ''AI's'' '''may''' engage targets slightly beyond ''maxRange'', this is how far the ''AI'' will try to shoot at targets. Targets definitely beyond ''maxRange'' are ignored. | |||
== | <syntaxhighlight lang="c"> | ||
maxRange = 500; | |||
< | </syntaxhighlight> | ||
=====maxRangeProbab===== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: ''Probability'' declaring how '''''high''''' the chance is that the ''AI'' will engage a target at ''maxRange'' (or slightly below). | |||
Values are <tt>0.0</tt> to <tt>1.0</tt> where <tt>1.0</tt> equates to a ''100% likelihood''. | |||
<syntaxhighlight lang="c"> | |||
maxRangeProbab = 0.51; | |||
</syntaxhighlight> | |||
= | ===P=== | ||
====proxyShape==== | |||
;Type: [[TokenNameValueTypes|String]] | |||
;Description: Declares the model of ''this weapon'' used in ''proxies'' on ''vehicles''. Note that ''proxies'' can be used '''only''' with air units. | |||
== | <syntaxhighlight lang="c"> | ||
proxyShape = "\ca\air\sidewinder_proxy"; | |||
< | </syntaxhighlight> | ||
===S=== | |||
====sideAirFriction==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. | |||
When used with ''guided projectiles'', ''higher values'' make it easier for the projectile to turn, while ''lower values'' make it more difficult to turn. | |||
<syntaxhighlight lang="c"> | |||
sideAirFriction = 0.5; | |||
</syntaxhighlight> | |||
== | ====simulation==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|String]] | ||
;Description: Declares simulation type. | |||
Also affects the behaviour ''the projectile'' causes to the ''shooter/object hit''; | |||
''' | :Changing "''shotShell''" to "''shotBullet''" makes a tank shell pass through more trees rather than being stopped by them, and also removes the recoil which usually affects the tank/vehicle the cannon is mounted to. | ||
:Changing "''shotBullet''" to "''shotSpread''" (OA only) causes the changed ammo to behave like it is buckshot (again, OA only). | |||
;Possible values: Refer to ''[[Models & Classnames: Simulation Types]]'' for a list of all supported simulation types. | |||
= | <syntaxhighlight lang="c"> | ||
= | simulation = "shotShell"; | ||
</syntaxhighlight> | |||
== | ====simulationStep==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
====shadow==== | |||
== | ====sound...[]==== | ||
=====soundFly[]===== | |||
=====soundEngine[]===== | |||
=====soundHit[]===== | |||
= | ====supersonicCrackNear[]==== | ||
;Type: [[TokenNameValueTypes|Array]] | |||
;Description: Declares sound and volume of the ''supersonic crack'' ('''near the player'''). Supersonic crack will only occur if ammo is flying with supersonic speed. | |||
= | <syntaxhighlight lang="c"> | ||
[ | supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss", 1, 1}; | ||
< | </syntaxhighlight> | ||
== | ====supersonicCrackFar[]==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Array]] | ||
;Description: Declares sound and volume of the supersonic crack ('''far'''). Supersonic crack will only occur if ammo is flying with supersonic speed. | |||
<syntaxhighlight lang="c"> | |||
supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss", 1, 1}; | |||
</syntaxhighlight> | |||
== | ===T=== | ||
====thrust==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Engine power for ''missiles'' and ''rockets''. | |||
====thrustTime==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Engine burn time for ''missiles'' and ''rockets''. | |||
== | <syntaxhighlight lang="c"> | ||
thrustTime = 0.200000; | |||
< | </syntaxhighlight> | ||
== | ====timeToLive==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Integer]] | ||
;Description: Time before the ammo ''vanishes'', used as optimization to avoid having to simulate stray bullets. | |||
'''Note''' that this parameter has no effect in OFP where ''timeToLive'' is predefined by simulation. | |||
''' | |||
== | <syntaxhighlight lang="c"> | ||
timeToLive = 4; | |||
</syntaxhighlight> | |||
< | |||
== | ====tracerColor[]==== | ||
;Type: [[TokenNameValueTypes|Array]] | |||
;Description: Declares ''tracer colour'' with "''easy''" settings (tracers enabled), format is <tt>{Red, Green, Blue, Transparency}</tt>. | |||
== | ====tracerColorR[]==== | ||
;Type: [[TokenNameValueTypes|Array]] | |||
;Description: Declares ''tracer colour'' with "''realistic''" settings (tracers disabled), format is <tt>{Red, Green, Blue, Transparency}</tt>. | |||
====trackLead==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: The amount of ''lead''{{Clarify}} a guided weapon will use when tracking a target. | |||
====trackOversteer==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: The factor at which a guided weapon will ''steer'' to meet ''trackLead''{{Clarify}}. | |||
= | ====triggerTime==== | ||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: Used in ''illumination flares''. The time in seconds before the projectile ''begins emitting'' light. | |||
== | ====typicalSpeed==== | ||
[[TokenNameValueTypes| | ;Type: [[TokenNameValueTypes|Integer]] | ||
;Description: Hit value is valid when projectile moves at ''this speed''. With lower speed, the hit caused by ''the ammo'' is lower as well. | |||
===V=== | |||
====visibleFire==== | |||
;Type: [[TokenNameValueTypes|Float]] | |||
;Description: How much does ''AI'' see a unit firing this weapon. | |||
== | <syntaxhighlight lang="c"> | ||
visibleFire = 18; | |||
< | </syntaxhighlight> | ||
====visibleFireTime==== | |||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: How long is one shot assumed to be noticeable by the ''AI''. | |||
Values under <tt>5</tt> should be avoided, as ''AI'' can perform in cycles with 5s of no testing in between. | |||
<syntaxhighlight lang="c"> | |||
visibleFireTime = 18; | |||
</syntaxhighlight> | |||
=W= | ===W=== | ||
====weaponLockSystem==== | |||
;Type: [[TokenNameValueTypes|Integer]] or [[TokenNameValueTypes|String]] | |||
;Description: For ''countermeasures'', this defines the types of enemy countermeasures that it is effective against. | |||
For weapons, declares the type of ''guidance system'' that ''the projectile'' uses (and if one is ''spoofed'' it can fall back on another). This can be either an integer by itself, or a string containing a mathematical expression, ''normally a sum of flags added together''. | |||
{| | {| class="bikitable" | ||
! Flag !! Guidance Type | |||
! Flag | |||
! Guidance Type | |||
|- | |- | ||
| | | <tt>1</tt> || ??? | ||
| | |||
|- | |- | ||
| | | <tt>2</tt> || Infra-red | ||
| | |||
|- | |- | ||
| | | <tt>4</tt> || Laser-Guided | ||
| | |||
|- | |- | ||
| | | <tt>8</tt> || Radar-Guided | ||
| | |||
|- | |- | ||
| <tt>16</tt> || ??? | |||
|} | |} | ||
<syntaxhighlight lang="c"> | |||
weaponLockSystem = 2; //infra-red guidance | |||
weaponLockSystem = "2 + 8"; //infra-red and radar guided | |||
</syntaxhighlight> | |||
====whistleDist==== | |||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: The range at which ''the projectile'' is audible when moving through the air. Used for ''mortar shells'' and ''artillery shells''. Unknown units. | |||
== | ====whistleOnFire==== | ||
;Type: [[TokenNameValueTypes|Integer]] | |||
;Description: If <tt>1</tt>, ''the projectile'' should begin ''whistling'' immediately after launch. | |||
< | |||
{{Cfg ref|end}} | |||
[[category:Operation Flashpoint: Editing]] | [[category:Operation Flashpoint: Editing]] | ||
[[Category:ArmA: Addon Configuration]] | [[Category:ArmA: Addon Configuration]] |
Revision as of 06:41, 18 May 2014
Introduction
cfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.
These classes can be subsequently added to by addons.
cfgAmmo defines the missile or projectile characteristics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles or added as a portable weapon for a soldier.
The same ammunition can be used by multiple magazines, and the same magazine can be used by multiple weapons. Generally, the same ammunition and the same magazine are used where possible, for consistency amongst weapons and to allow tweaks and changes to any single cfgAmmo to propagate naturally through all sources that use it.
Note that engines accept integer values where a float would normally be expected.
OFP Legacy Behaviour
All Real Virtuality games since Arma use the root class cfgMagazines. In contrast, OFP/Arma: Cold War Assault relies on constructs within its cfgWeapons class to distinguish between weapon and magazine parameters.
The cfgAmmo class is similar across every game engine, and aside from incremental additions of tokens with new game versions, the overall structure has not changed significantly.
Modifications
access = 1;
- Ammunition classes can be added.
- Existing classes can (sometimes) be altered.
The default class for cfgAmmo specifies access = 3; - Almost all subsequent classes inherit this value, which means they cannot be altered in any way.
To allow YOUR addon to subsequently modify YOUR ammunition (should you wish other addons to do so), you must change the access= in YOUR ammunition.
CamShake
New to Arma 3 is the ability to introduce camera shake to the firing of weapons by including subclasses within each cfgAmmo definition. In all cases, CamShake only affects players (as obviously, AI have no screens to shake).
- CamShakeFire applies to anyone within the specified distance of the firer.
- CamShakePlayerFire applies to the firer directly, instead of the proximity effect.
- CamShakeHit applies to anyone struck by or within the area of effect (indirectHitRange) of the projectile. Parameters are the same as the addCamShake command.
Example:
class myAmmo: BulletCore
{
class CamShakeFire
{
power = 30;
duration = 0.5;
frequency = 20;
distance = 30;
};
class CamShakePlayerFire
{
power = 0.06;
duration = 0.1;
frequency = 20;
};
class CamShakeHit
{
power = 100;
duration = 1;
frequency = 20;
};
}
Alphabetical Order
A
airFriction
- Type
- Float
- Description
- As implied, how much the air friction slows down the projectile. Negative values.
airLock
- Type
- Boolean
- Description
- Declares if ammo can lock on air targets. Also makes AI to decide whether to engage air units with the particular ammo.
allowAgainstInfantry
- Type
- Integer
- Description
- Default 1. If 0, the AI will not (deliberately) employ this weapon against infantry targets. Used to override cost behaviour.
animated
audibleFire
- Type
- Float
- Description
- How much can AI hear when given weapon is fired.
audibleFire = 5.0;
autoSeekTarget
- Description
- Self-guided projectiles? Used in anti-tank artillery shells.
B
brightness
- Type
- Float
- Description
- The intensity of the light source. Used in illuminating flares.
brightness = 2;
C
canLock
- Type
- Integer
- Description
- Declares if ammo is able to lock (necessary for airLock, irLock and laserLock).
- Possible values
- 0 = false, 1 = cadet mode only, and 2 = always.
canLock = 0;
cartridge
- Type
- String
- Description
- Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred.
cartridge = "FxCartridge[.p3d]";
cost
- Type
- Integer
- Description
- Cost-gain evaluation is performed to choose an appropriate weapon.
- Gain includes self-preservation.
- Cost includes time required to complete the attack.
As a result, weapons with high cost are unlikely to be used against common targets, esp. when low cost weapons are available. Still, there may be situation where AI may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.
cost = 5000;
cmImmunity
- Type
- Float
- Description
- Specifies a missile's resistance to countermeasures (such as chaff and flares).
- Possible range
- 0.0 to 1.0
cmImmunity = 0.9;
CraterEffects
- Type
- String
- Description
- Declares which crater effect to spawn on hit on ground.
- Possible values
- BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, and ShellCrater.
CraterEffects = "ExploAmmoCrater";
D
deflecting
- Type
- Integer
- Description
- Declares if ammo is deflecting and thus it's deflection angle.
deflecting = 10;
E
effectsFire
effectsMissile
effectsSmoke
explosionEffects
- Type
- String
- Description
- Declares which explosion effect to spawn on hit.
- Possible values
- BombExplosion, ExploAmmoExplosion, ExplosionEffects, and GrenadeExplosion.
explosionTime
- Type
- Integer
- Description
- Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
explosionTime = 5;
explosive
- Type
- Float
- Description
- Declares if ammo is explosive, and if it is, how much of the damage is done using explosion. The rest is assumed to be caused by kinetic impact.
- 1 means fully explosive, 0 means fully kinetic.
F
fuseDistance
- Type
- Float
- Description
- The minimum distance any explosive projectile has to travel, before it becomes armed and thus explodes on impact.
Missiles hitting short of the given range still visually explode, causing no damage or shockwave effects.
Grenades will stick into the ground for x amount of time and then disappear causing no damage, or (in case explosionTime= is set) explode after x seconds, causing damage.
H
hit
- Type
- Float
- Description
- Damage on hit. In OFP total damage is calculated as: Total damage = Hit damage - Indirect damage (while hit value is larger than indirectHit).
hit = 8;
HitEffects
class HitEffects
{
vehicle = "ImpactMetal";
object = "ImpactConcrete";
};
hit...[]
- Description
- The list of sound effects, themselves defined as sound...[] arrays, to play whenever the specified events occur, with the loudness or intensity of the sound following.
All array values are defaulted to:
hitBuilding[] = {"soundHit", 1};
Example:
hitGroundSoft[] = {
"soundGroundSoft1", 0.2,
"soundGroundSoft2", 0.2,
"soundGroundSoft3", 0.1,
"soundGroundSoft4", 0.1,
"soundGroundSoft5", 0.1,
"soundGroundSoft6", 0.1,
"soundGroundSoft7", 0.1,
"soundGroundSoft8", 0.1
};
hitArmor[]
hitBuilding[]
hitConcrete[]
hitDefault[]
hitFoliage[]
hitGlass[]
hitGlassArmored[]
hitGround[]
- Description
- OFP (only)
hitGroundHard[]
hitGroundSoft[]
hitIron[]
hitMan[]
hitMetal[]
hitMetalplate[]
hitPlastic[]
hitRubber[]
hitWood[]
I
indirectHit
- Type
- Float
- Description
- Damage in indirectHitRange.
indirectHit = 8;
indirectHitRange
- Type
- Float
- Description
- Radius in metres where indirectHit damage is caused.
indirectHitRange = 75;
initTime
- Type
- Float
- Description
- How long (in seconds) the projectile waits before starting it's motor.
initTime = 0.2;
irLock
- Type
- Boolean
- Description
- Declares if ammo can lock on IR-targets.
L
laserLock
- Type
- Boolean
- Description
- Declares if ammo can lock on laser designator.
lightColor[]
- Type
- Array
- Description
- Declares color of light (e.g. on flares).
lightColor[] = {1, 1, 1, 0};
M
maneuvrability
- Type
- Float
- Description
- Declares maneuvrability of guided missiles.
Higher values than 30-33 cause the missile (when locked on) to spin wildly and rarely hit the target.
Tweaking sideAirFriction and simulationStep makes the missile track and hit it's target, but (especially in multiplayer) from other player's POV the missile will spin out of control, whilst from the shooters own POV, it will still fly straight and hit it's target.
manueuvrability = 30;
manualControl
- Type
- Boolean
- Description
- If 1, causes the projectile to be guided towards the firer's crosshairs.
See: SACLOS guidance behaviour, such as for TOW missiles.
manualControl = 0;
maxControlRange
- Type
- Float
- Description
- Declares in which distance to player ammo can be controlled during flight.
Using this on handheld launchers causes the missile to time-out after approximately 1.5km, loosing all control of the warhead, which causes the missile to spin around/take off in random directions (until it self-destructs - timeToLive), making higher values useless.
Using this on any vehicle mounted launchers (like the TOW, Hellfire or Maverick) allows the warhead to track and turn to follow it's target even if said target is behind the player's vehicle (and possibly AI-controlled ones too), which requires a high manueuvrability value on the missile.
That way, one can simply lock on, then pass the locked target and shoot a missile, which will follow the target even without direct line of sight.
Note that The missile follows the target regardless of obstacles, init-time or initspeed, meaning the missile might crash into the ground, especially at lower heights.
maxControlRange = 5000;
maxSpeed
- Type
- Float
- Description
- Declares the maximum speed (metres per second).
maxSpeed = 241;
model
- Type
- String
- Description
- Declares path to model.
model = "\ca\weapons\bullet[.p3d]"
min/mid/maxRange...
- Description
- These tokens are present in OFP only. They were badly classed in OFP, causing all weapons using this specific bullet to exhibit this behaviour rather than the behaviour of the rifle. As such they were transferred to Arma's cfgWeaponsClarify.
Above statement is not true; Even in Arma 2 and oa, these values still exist and affect the AI and only the AI in the following ways:
- The tokens are found/put on each weapons "firing modes", or on the gun itself, if it has no separate firing modesClarify.
minRange
- Type
- Float
- Description
- Minimum engagement range for the AI.
Below given values, the AI will not engage but just "stare them down", even if they get shot at, and (most likely) killed.
Minrange = 5;
minRangeProbab
- Type
- Float
- Description
- Probability declaring how high the chance is that the AI will engage a target at minRange using this (current) firing mode.
Values are 0.0 to 1.0 where 1.0 equates to a 100% likelihood.
minRangeProbab = 0.02;
midRange
- Type
- Float
- Description
- Mid-Range engagement range for AI's using this (current) firing mode.
midRange = 150;
midRangeProbab
- Type
- Float
- Description
- Probability declaring how high the chance is that the AI will engage a target at midRange.
Values are 0.0 to 1.0 where 1.0 equates to a 100% likelihood.
midRangeProbab = 0.7;
maxRange
- Type
- Float
- Description
- Maximum range possible for the AI.
Although AI's may engage targets slightly beyond maxRange, this is how far the AI will try to shoot at targets. Targets definitely beyond maxRange are ignored.
maxRange = 500;
maxRangeProbab
- Type
- Float
- Description
- Probability declaring how high the chance is that the AI will engage a target at maxRange (or slightly below).
Values are 0.0 to 1.0 where 1.0 equates to a 100% likelihood.
maxRangeProbab = 0.51;
P
proxyShape
- Type
- String
- Description
- Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.
proxyShape = "\ca\air\sidewinder_proxy";
S
sideAirFriction
- Type
- Float
- Description
- Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag.
When used with guided projectiles, higher values make it easier for the projectile to turn, while lower values make it more difficult to turn.
sideAirFriction = 0.5;
simulation
- Type
- String
- Description
- Declares simulation type.
Also affects the behaviour the projectile causes to the shooter/object hit;
- Changing "shotShell" to "shotBullet" makes a tank shell pass through more trees rather than being stopped by them, and also removes the recoil which usually affects the tank/vehicle the cannon is mounted to.
- Changing "shotBullet" to "shotSpread" (OA only) causes the changed ammo to behave like it is buckshot (again, OA only).
- Possible values
- Refer to Models & Classnames: Simulation Types for a list of all supported simulation types.
simulation = "shotShell";
simulationStep
- Type
- Float
shadow
sound...[]
soundFly[]
soundEngine[]
soundHit[]
supersonicCrackNear[]
- Type
- Array
- Description
- Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss", 1, 1};
supersonicCrackFar[]
- Type
- Array
- Description
- Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss", 1, 1};
T
thrust
- Type
- Float
- Description
- Engine power for missiles and rockets.
thrustTime
- Type
- Float
- Description
- Engine burn time for missiles and rockets.
thrustTime = 0.200000;
timeToLive
- Type
- Integer
- Description
- Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets.
Note that this parameter has no effect in OFP where timeToLive is predefined by simulation.
timeToLive = 4;
tracerColor[]
- Type
- Array
- Description
- Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}.
tracerColorR[]
- Type
- Array
- Description
- Declares tracer colour with "realistic" settings (tracers disabled), format is {Red, Green, Blue, Transparency}.
trackLead
trackOversteer
triggerTime
- Type
- Float
- Description
- Used in illumination flares. The time in seconds before the projectile begins emitting light.
typicalSpeed
- Type
- Integer
- Description
- Hit value is valid when projectile moves at this speed. With lower speed, the hit caused by the ammo is lower as well.
V
visibleFire
- Type
- Float
- Description
- How much does AI see a unit firing this weapon.
visibleFire = 18;
visibleFireTime
- Type
- Integer
- Description
- How long is one shot assumed to be noticeable by the AI.
Values under 5 should be avoided, as AI can perform in cycles with 5s of no testing in between.
visibleFireTime = 18;
W
weaponLockSystem
- Type
- Integer or String
- Description
- For countermeasures, this defines the types of enemy countermeasures that it is effective against.
For weapons, declares the type of guidance system that the projectile uses (and if one is spoofed it can fall back on another). This can be either an integer by itself, or a string containing a mathematical expression, normally a sum of flags added together.
Flag | Guidance Type |
---|---|
1 | ??? |
2 | Infra-red |
4 | Laser-Guided |
8 | Radar-Guided |
16 | ??? |
weaponLockSystem = 2; //infra-red guidance
weaponLockSystem = "2 + 8"; //infra-red and radar guided
whistleDist
- Type
- Integer
- Description
- The range at which the projectile is audible when moving through the air. Used for mortar shells and artillery shells. Unknown units.
whistleOnFire
- Type
- Integer
- Description
- If 1, the projectile should begin whistling immediately after launch.