Targeting Config Reference – Arma 3
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nvTarget = 0; | nvTarget = 0; | ||
nvTarget = 1; | nvTarget = 1; | ||
</syntaxhighlight> | |||
=== P === | |||
==== class pilotCamera ==== | |||
Gives the pilot access to a targeting pod (or some CCTV) and control over it in a full screen display feed (via *Multifunction camera* action, Ctrl+RMB by default). | |||
<syntaxhighlight lang="c"> | |||
class pilotCamera | |||
{ | |||
class OpticsIn | |||
{ | |||
//different optics mode, same as in turrets | |||
} | |||
minTurn = - 90; //yaw limits | |||
maxTurn= 90; //yaw limits | |||
initTurn= 0; //initial yaw angle | |||
minElev = - 90; //pitch limits | |||
maxElev = 90; //pitch limits | |||
initElev = 0; //initial pitch angle | |||
maxXRotSpeed = 0.5; // yawing speed | |||
maxYRotSpeed = 0.5; // pitching speed | |||
pilotOpticsShowCursor = 1; //to show aimCursor (is useful to see plane direction) | |||
controllable = 1; // set false to have static camera | |||
}; | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 15:45, 24 August 2016
Template:Cfg ref Template:Cfg ref Note that this is the relevant page for Arma 3 targeting. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.
CfgAmmo
A
airLock
Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it makes the AI gunner focus on air targets first while ground targets are ignored even if they may actually be the bigger threat.
airLock = 0; // Cannot target air units
airLock = 1; // Can target air and ground units
airLock = 2; // Can target air units ONLY
artilleryLock
Can lock onto ArtilleryTarget object (created when commanding an AI that operates an artillery piece).
artilleryLock = 0;
artilleryLock = 1;
autoSeekTarget
Disable automatic search goals once in flight. If set to false, the missile guides only for the target that was specified at the time of the shot.
autoSeekTarget = 0;
autoSeekTarget = 1;
C
cmImmunity
Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). 1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.
cmImmunity = 0; // Projectile loses its target immediately after CM launch
cmImmunity = 1; // Projectile is immune to countermeasures
I
irLock
Can lock air/ground vehicles (target vehicle must have irTarget=1).
irLock = 0;
irLock = 1;
L
laserLock
Can lock on LaserTarget objects (laserTarget = 1).
laserLock = 0;
laserLock = 1;
lockSeekRadius
Specifies the maximum distance from the initial target position where the missile will search for suitable targets.
lockSeekRadius = 100; // Current value for all
lockType
Defines ammo dependance on weapon lock. Only works for missiles.
lockType = 0; // Fire and Forget, currently all guided weapons
lockType = 1; // Operator has to maintain lock (semi-active guidance) NOT IMPLEMENTED
lockType = 2; // Manual guidance
M
maneuvrability
Defines how much the missile is able to turn / how well it can be controlled during the flight.
maneuvrability = 1; // Default value
maneuvrability = 20; // MissileBase
maneuvrability = 16; // BombCore
maneuvrability = 4; // NLAW missile
maneuvrability = 14; // SCALPEL missile
manualControl
Missile follows the cursor (unless locked onto a target). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.
manualControl = 0; // Default value
manualControl = 1; // Titan AT missile
maxControlRange
Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.
maxControlRange = 4000; // MissileBase
maxControlRange = 5000; // Titan AT missile
missileLockCone
Specifies the maximum angle relative to the ammo current direction at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).
missileLockCone = 5; // DAGR
missileLockCone = 180; // GBU-12
missileLockCone = 50; // Default (MissileCore)
nvLock
Can lock onto NVTarget objects (IR-Grenades thrown by infantry).
nvLock = 0; // Default
nvLock = 1; // GBU-12
S
sideAirFriction
Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.
sideAirFriction = 0.001; // Default (MissileBase)
sideAirFriction = 0.1; // Titan AA
T
trackLead
Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.
trackLead = 1; // Missile intercepts
trackLead = 0; // Missile follows
trackOversteer
Simulates manoeuvering errors of the missile.
trackOversteer = 1; // Missiles flies straight to its target
trackOversteer = 0; // Missile never hits its target
W
weaponLockSystem
Defines the type of sensor signature this ammo will emit while locking. The target can then detect it and alert the driver/pilot if its vehicle is equipped with appropriate incomingMissileDetectionSystem. Can be basically any bitmask value, but BI uses the following convention:
weaponLockSystem = 0; // Undetectable lock
weaponLockSystem = 1; // Visual/Contrast lock
weaponLockSystem = 2; // Infra-red lock
weaponLockSystem = 4; // Laser lock
weaponLockSystem = 8; // Radar lock
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)
CfgWeapons
B
ballisticsComputer
Various fire control systems and ballistic aids can be defined (and combined) in a weapon system. Aids based on target motion prediction (1 and 4) require a xxScanner to be able to track the target (Since Arma 3 1.60 they are no longer dependable canLock > 0, only xxScanner values are taken into account. You can mark anything what your sensors are able to detect and use the gained information for fire control.)
ballisticsComputer = 0; // Disabled
ballisticsComputer = 1; // Automatic zeroing and lead on target, ''FCS abstraction'' (Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.)
ballisticsComputer = 2; // Manual zeroing
ballisticsComputer = 4; // Target Lead indication; since Arma 3 1.60
ballisticsComputer = 8; // Predicted Impact Point indication; since Arma 3 1.60
C
canLock
Determines if the weapon can lock onto targets allowed by the ammunition it uses.
canLock = 0; // Disabled
canLock = 1; // Locks only on lower difficulties (Recruit, Cadet), disabled since Arma 3 1.58
canLock = 2; // Always locks
L
lockAcquire
Determines if weapons locks automatically a target within its lock cone or player has to use Lock Target action while pointing at a target.
lockAcquire = 0; // automatic acquisition of the closest target in missileLockCone
lockAcquire = 1; // player has to select a target himself
lockingTargetSound
Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking. Note the sound is only played if the weapon is a missile.
Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}
lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1}; // Used in missiles_DAGR
lockedTargetSound
Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire. Note the sound is only played if the weapon is a missile.
Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}
lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,4};
W
weaponLockDelay
Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.
weaponLockDelay = 0; // Immediate lock if the locking conditions are met
weaponLockDelay = 3; // Most of the guided weapons
weaponLockSystem
Defines the type of sensor signature this weapon will emit while locking. The target can then detect it and alert the driver/pilot if its vehicle is equipped with appropriate lockDetectionSystem. Can be basically any bitmask value, but BI uses the following convention:
weaponLockSystem = 0; // Undetectable lock
weaponLockSystem = 1; // Visual/Contrast lock
weaponLockSystem = 2; // Infra-red lock
weaponLockSystem = 4; // Laser lock
weaponLockSystem = 8; // Radar lock
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)
CfgVehicles
A
allowTabLock
If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment - default "R" in Arma 3). Can be used for driver, or each individual turret.
allowTabLock = 0; // Tab-lock disabled (man-pads)
allowTabLock = 1; // Most of the vehicles
alwaysTarget
Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).
alwaysTarget = 0;
alwaysTarget = 1; // VR Targets
artilleryScanner
Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.
artilleryScanner = 0;
artilleryScanner = 1; // Artillery vehicles/mortars
artilleryTarget
Only used by ArtilleryTarget class objects. ArtilleryTarget gets created temporarily on the position designated by a player leader for a subordinate AI artillery operator (Fire Artillery command). Can be locked by projectiles with artilleryLock = 1;
artilleryTarget = 0;
artilleryTarget = 1;
C
xxxCanSee
Defines specific tools/sensors for the AI/players when on a specific seat.
- 1 = CanSeeRadar
- 2 = CanSeeEye
- 4 = CanSeeOptics
- 8 = CanSeeEar
- 16 = CanSeeCompass
- 1+16 = CanSeeRadarC
- 31 = CanSeeAll
- 32 = CanSeePeripheral //
driverCanSee = 2+8+16; // The driver of this vehicle can see and hear enemies and use its compass
gunnerCanSee = 1+4+16; // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass
commanderCanSee = 31; // The commander of this vehicle can see and use all its tools
canUseScanners
Can be defined per individual turret. Useful to restrict access to vehicle sensors (target marking) on some positions in vehicles (i.e. door gunners)
canUseScanner = 0;
I
incomingMissileDetectionSystem
Determines what type of incoming missile can be detected (and shown on the radar?). It checks a match with the weaponLockSystem flags of the Missile (in cfgAmmo) One could also use other flags (e.g. 1, 2, 4, 8) to be more specific about what kind of Missile Detection System is available (paired with appropriate cfgAmmo flags for missiles). Can be basically any bitmask value, but BI uses the following convention:
incomingMissileDetectionSystem = 0; // No missile start detection
incomingMissileDetectionSystem = 16; // All missiles
irScanXXX
Those settings can be used instead of irScanRange to make IR+Radar scan range depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be accomplished by setting both irScanRangeMin and irScanRangeMax to the same value.
If there is no irScanRange,IR+Radar scan range is calculated as:
scanRange = visibility_range * irScanToEyeFactor; if (scanRange<irScanRangeMin) scanRange = irScanRangeMin; if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;
Where visiblity_range is basically a drawing distance, but may be shortened by rain or fog. Float
irScanToEyeFactor = 1;
irScanRangeMin = 200;
irScanRangeMax = 1000;
irScanGround
Can be used to limit target detection to air or groun targets.
irScanGround = 0; // Can detect and track aerial irTargets only (AAA)
irScanGround = 1; // Can detect and track any irTargets (multirole)
irScanGround = 2; // Can detect and track ground irTargets only (air-to-surface radar, gunships)
irTarget
Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat. If set to 0, the entity wont show up on the radar, won't be trackable by irScan vehicle or lockable by an irLock ammo and the AI won't use anti-vehicular weapons against it.
irTarget = 0; // Buildings, men, static defenses, etc...
irTarget = 1; // Ground/Air vehicles
L
laserScanner
Defines if the vehicle has a Laser Spot Tracker and is able to detect and lock laser targets (for example, CAS jets, gunships).
laserScanner = 0;
laserScanner = 1;
laserTarget
Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes. LaserTarget gets created at the position of laser spot painted by a laser designator.
laserTarget = 0;
laserTarget = 1;
lockDetectionSystem
Defines the type of sensor signature this vehicle can detect when its locked. Weapons can be configured to emit these signatures with weaponLockSystem in cfgWeapons. The weaponLockSystem of the ammunition has no impact on the lockDetectionSystem, it only plays a role in incomingMissileDetectionSystem. Can be basically any bitmask value, but BI uses the following convention:
lockDetectionSystem = 0; // Undetectable lock
lockDetectionSystem = 1; // Visual/Contrast lock
lockDetectionSystem = 2; // Infra-red lock
lockDetectionSystem = 4; // Laser lock
lockDetectionSystem = 8; // Radar lock
lockDetectionSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)
N
nvScanner
Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).
nvScanner = 0;
nvScanner = 1;
nvTarget
Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes. NV target gets created on the position of ammo with
simulation = "shotNVGMarker";
nvTarget = 0;
nvTarget = 1;
P
class pilotCamera
Gives the pilot access to a targeting pod (or some CCTV) and control over it in a full screen display feed (via *Multifunction camera* action, Ctrl+RMB by default).
class pilotCamera
{
class OpticsIn
{
//different optics mode, same as in turrets
}
minTurn = - 90; //yaw limits
maxTurn= 90; //yaw limits
initTurn= 0; //initial yaw angle
minElev = - 90; //pitch limits
maxElev = 90; //pitch limits
initElev = 0; //initial pitch angle
maxXRotSpeed = 0.5; // yawing speed
maxYRotSpeed = 0.5; // pitching speed
pilotOpticsShowCursor = 1; //to show aimCursor (is useful to see plane direction)
controllable = 1; // set false to have static camera
};
R
radarType
Defines the type of radar UI the vehicle will use.
radarType = 0; // No radar (used for infantry)
radarType = 1; // Tactical display (not used)
radarType = 2; // Vehicle radar (used for AAA) - shows compass, turret directions and targets
radarType = 4; // Air radar (used for jets and gunships) - shows compass, turret directions and targets
radarType = 8; // Compass + turret directions (used for majority of vehicles and their turret positions) - shows compass and turret directions
S
showAllTargets
Vehicle/turret setting. Displays all targets known to vehicle sensors in via the ingame UI. Values can be combined.
showAllTargets = 0; //LockNo
showAllTargets = 1; //LockCadet, show targets from all sensors, but only on lower difficulty; disabled since Arma 3 1.58
showAllTargets = 2; //LockYes, show targets from all sensors
showAllTargets = 4; //LockLaser, show only targets from laser spot tracker (laserScanner); since Arma 3 1.60
showCrewAim
Vehicle/turret setting. Displays gunner/commander turret aimpoints on the HUD.
showCrewAim = 0; // disabled
showCrewAim = 1; // show primary gunner
showCrewAim = 2; // show commander
showCrewAim = 4; // show all
showCrewAim = 1+2+4; // values can be combined