ItemInfo Config Reference – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "{{Feature | Informative | " to "{{Feature|informative|")
 
(20 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Stub}}
{{Wiki|stub}}
{{wip}}
{{Feature|informative|Note that this is the relevant page for {{arma3}} ItemInfo configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for {{arma3}}.}}
{{Informative | Note that this is the relevant page for {{arma3}} ItemInfo configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for {{arma3}}.}}


{{Cfg ref|start}}
{{ConfigPage|start}}
{{Cfg ref|abc}}
{{ConfigPage|abc}}


== ItemInfo ==
== ItemInfo ==
Line 16: Line 15:
;Description: Parameter which defines which cargo slots an item is allowed in. {{cn}}
;Description: Parameter which defines which cargo slots an item is allowed in. {{cn}}


<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
allowedSlots[] =  
allowedSlots[] =  
{
{
     605, // Headgear
     605, // Headgear
     701, // Uniform
     701, // Vest
     801, // Vest
     801, // Uniform
     901  // Backpack
     901  // Backpack
};
};
Line 56: Line 55:
;Description: Coefficients applied to [[CfgWeapons_Config_Reference#min.2Fmid.2FmaxRange...|corresponding]] weapon properties
;Description: Coefficients applied to [[CfgWeapons_Config_Reference#min.2Fmid.2FmaxRange...|corresponding]] weapon properties


<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
minRangeCoef = 1.0;
minRangeCoef = 1.0;
minRangeProbabCoef = 1.0;
minRangeProbabCoef = 1.0;
Line 84: Line 83:


The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:  
The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:  
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
/// New Supply definition ///
/// New Supply definition ///


Line 90: Line 89:
{
{
class ContainerSupply;
class ContainerSupply;
class SupplyXX: ContainerSupply // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
class SupplyXX : ContainerSupply // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
{
{
maximumLoad = XX; // Replace XX with the desired capacity value.
maximumLoad = XX; // Replace XX with the desired capacity value.
Line 107: Line 106:


==== FlashLight ====
==== FlashLight ====
;Used with: Flashlight attachments
;Type: Class
;Description: Defines flashlight parameters
===== ambient[] =====
;Type: [[TokenNameValueTypes|Array]]
<syntaxhighlight lang="cpp">
ambient[] = {0.9,0.81,0.7}; // acc_flashlight
</syntaxhighlight>
===== Attenuation =====
;Type: Subclass
====== start ======
;Type: [[TokenNameValueTypes|Float]]{{cn}}
<syntaxhighlight lang="cpp">
start = 0; // acc_flashlight
</syntaxhighlight>
====== constant ======
;Type: [[TokenNameValueTypes|Float]]
<syntaxhighlight lang="cpp">
constant = 0.5; // acc_flashlight
</syntaxhighlight>
====== linear ======
;Type: [[TokenNameValueTypes|Float]]
<syntaxhighlight lang="cpp">
linear = 0.1; // acc_flashlight
</syntaxhighlight>
====== quadratic ======
;Type: [[TokenNameValueTypes|Float]]
<syntaxhighlight lang="cpp">
quadratic = 0.2; // acc_flashlight
</syntaxhighlight>
====== hardLimitStart ======
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
hardLimitStart = 27; // acc_flashlight
</syntaxhighlight>
====== hardLimitEnd ======
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
hardLimitEnd = 34; // acc_flashlight
</syntaxhighlight>
===== color[] =====
;Type: [[TokenNameValueTypes|Array]]
<syntaxhighlight lang="cpp">
color[] = {180,160,130}; // acc_flashlight
</syntaxhighlight>
===== coneFadeCoef =====
;Type: [[TokenNameValueTypes|Float]]{{cn}}
<syntaxhighlight lang="cpp">
coneFadeCoef  = 8.0; // acc_flashlight
</syntaxhighlight>
===== dayLight =====
;Type: [[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="cpp">
dayLight = false; // acc_flashlight
</syntaxhighlight>
===== direction =====
;Type: [[TokenNameValueTypes|String]]
;Description: Direction proxy name
<syntaxhighlight lang="cpp">
direction = "flash"; // acc_flashlight
</syntaxhighlight>
===== flareMaxDistance =====
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
flareMaxDistance = 100; // acc_flashlight
</syntaxhighlight>
===== flareSize =====
;Type: [[TokenNameValueTypes|Float]]
<syntaxhighlight lang="cpp">
flareMaxDistance = 1.4; // acc_flashlight
</syntaxhighlight>
===== innerAngle =====
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
innerAngle = 5; // acc_flashlight
</syntaxhighlight>
===== intensity =====
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
intensity = 100; // acc_flashlight
</syntaxhighlight>
===== outerAngle =====
;Type: [[TokenNameValueTypes|Integer]]
<syntaxhighlight lang="cpp">
outerAngle = 100; // acc_flashlight
</syntaxhighlight>
===== position =====
;Type: [[TokenNameValueTypes|String]]
;Description: Source position proxy name
<syntaxhighlight lang="cpp">
position = "flash dir"; // acc_flashlight
</syntaxhighlight>
===== scale[] =====
;Type: [[TokenNameValueTypes|Array]]
<syntaxhighlight lang="cpp">
scale[] = {0}; // acc_flashlight
</syntaxhighlight>
===== size =====
;Type: [[TokenNameValueTypes|Float]]{{cn}}
<syntaxhighlight lang="cpp">
size = 1; // acc_flashlight
</syntaxhighlight>
===== useFlare =====
;Type: [[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="cpp">
useFlare = true; // acc_flashlight
</syntaxhighlight>


=== H ===
=== H ===


==== hasBipod ====
==== hasBipod ====
;Used with: Bipod attachments
;Type: [[TokenNameValueTypes|Boolean]]
;Default: false


==== hiddenSelections[] ====
==== hiddenSelections[] ====
;Used with: Headgear, Vests,
;Type: [[TokenNameValueTypes|Array]]
;Default: {}


==== HitpointsProtectionInfo ====
==== HitpointsProtectionInfo ====
;Used with: Headgear, Vests, Uniforms
;Type: Class
;Description: See [[Arma 3: Soldier Protection]]


=== M ===
=== M ===


==== magazineCoef ====
==== magazineCoef ====
;Used with: Muzzle attachments
;Type: Class
;Description: Contains a coefficients applied when firing with the muzzle attached
===== initSpeed =====
;Type: [[TokenNameValueTypes|Float]]
;Default: 1.0
;Description: Coefficient applied to [[CfgMagazines Config Reference#initSpeed.3D900|CfgMagazines initSpeed]] when firing.


==== mass ====
==== mass ====
;Used with: All items (including Weapons)
;Type: [[TokenNameValueTypes|Integer]]
;Default: 0
;Description: Property defining how much an item weighs and how much inventory space it will use.


==== modelOptics ====
<syntaxhighlight lang="cpp">
mass = 8;  // FirstAidKit
mass = 30; // H_HelmetB
mass = 40; // U_B_CombatUniform_mcam
mass = 80; // V_PlateCarrier1_rgr
mass = 80; // ToolKit
</syntaxhighlight>
 
==== [[CfgWeapons Config Reference#modelOptics.3D.22.5B.p3d.5D.22|modelOptics]] ====
;Used with: Optic attachments
;Type: [[TokenNameValueTypes|Array]]
;Default: {}


==== modelSides[] ====
==== modelSides[] ====
Line 172: Line 331:
==== zeroingSound[] ====
==== zeroingSound[] ====


{{Cfg ref|end}}
{{ConfigPage|end}}
 
{{GameCategory|arma3|Reference Lists}}

Latest revision as of 21:41, 16 May 2024

Note that this is the relevant page for Arma 3 ItemInfo configuration. Implementations for older Arma titles differ somewhat, but are irrelevant for Arma 3.

ItemInfo

A

allowedSlots[]

Used with
All items other than Weapons
Type
Array
Default
{}
Description
Parameter which defines which cargo slots an item is allowed in. [citation needed]
allowedSlots[] = 
{
    605, // Headgear
    701, // Vest
    801, // Uniform
    901  // Backpack
};

alternativeFire

Used with
Muzzle attachments
Type
String
Default
"Zasleh2"

AmmoCoef

Used with
Muzzle attachments
Type
Class
Description
Contains a number coefficients applied when firing with the muzzle attached
artilleryDispersionCoef =
Type
Float
Default
1.0
Description
Coefficient applied to weaponMode artilleryDispersion property
dispersionCoef
Type
Float
Default
1.0
Description
Coefficient applied to ModeClass dispersion property
fireLightCoef
Type
Float
Default
1.0
Description
Coefficient applied to fireLightIntensity weapon property
min/mid/maxRange...Coef
Type
Float
Default
1.0
Description
Coefficients applied to corresponding weapon properties
minRangeCoef = 1.0;
minRangeProbabCoef = 1.0;
midRangeCoef = 1.0;
midRangeProbabCoef = 1.0;
maxRangeCoef = 1.0;
maxRangeProbabCoef = 1.0;
recoilCoef
Type
Float
Default
1.0
Description
Coefficient applied to weapon recoil
recoilProneCoef
Type
Float
Default
1.0
Description
Coefficient applied to weapon recoil when prone

C

containerClass

Used with
Uniforms, Vests, Backpacks
Type
String
Default
"Supply0"
Description
Capacity of a container, corresponding to SupplyXX CfgVehicles classes.

The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:

/// New Supply definition ///

class cfgVehicles
{
	class ContainerSupply;
	class SupplyXX : ContainerSupply		// The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
	{
		maximumLoad = XX;				// Replace XX with the desired capacity value.
	};
};

D

deployedPivot

Used with
Bipod attachments
Type
String
Default
"bipod"

F

FlashLight

Used with
Flashlight attachments
Type
Class
Description
Defines flashlight parameters
ambient[]
Type
Array
ambient[] = {0.9,0.81,0.7}; // acc_flashlight
Attenuation
Type
Subclass
start
Type
Float[citation needed]
start = 0; // acc_flashlight
constant
Type
Float
constant = 0.5; // acc_flashlight
linear
Type
Float
linear = 0.1; // acc_flashlight
quadratic
Type
Float
quadratic = 0.2; // acc_flashlight
hardLimitStart
Type
Integer
hardLimitStart = 27; // acc_flashlight
hardLimitEnd
Type
Integer
hardLimitEnd = 34; // acc_flashlight
color[]
Type
Array
color[] = {180,160,130}; // acc_flashlight
coneFadeCoef
Type
Float[citation needed]
coneFadeCoef  = 8.0; // acc_flashlight
dayLight
Type
Boolean
dayLight = false; // acc_flashlight
direction
Type
String
Description
Direction proxy name
direction = "flash"; // acc_flashlight
flareMaxDistance
Type
Integer
flareMaxDistance = 100; // acc_flashlight
flareSize
Type
Float
flareMaxDistance = 1.4; // acc_flashlight
innerAngle
Type
Integer
innerAngle = 5; // acc_flashlight
intensity
Type
Integer
intensity = 100; // acc_flashlight
outerAngle
Type
Integer
outerAngle = 100; // acc_flashlight
position
Type
String
Description
Source position proxy name
position = "flash dir"; // acc_flashlight
scale[]
Type
Array
scale[] = {0}; // acc_flashlight
size
Type
Float[citation needed]
size = 1; // acc_flashlight
useFlare
Type
Boolean
useFlare = true; // acc_flashlight

H

hasBipod

Used with
Bipod attachments
Type
Boolean
Default
false

hiddenSelections[]

Used with
Headgear, Vests,
Type
Array
Default
{}

HitpointsProtectionInfo

Used with
Headgear, Vests, Uniforms
Type
Class
Description
See Arma 3: Soldier Protection

M

magazineCoef

Used with
Muzzle attachments
Type
Class
Description
Contains a coefficients applied when firing with the muzzle attached
initSpeed
Type
Float
Default
1.0
Description
Coefficient applied to CfgMagazines initSpeed when firing.

mass

Used with
All items (including Weapons)
Type
Integer
Default
0
Description
Property defining how much an item weighs and how much inventory space it will use.
mass = 8;  // FirstAidKit
mass = 30; // H_HelmetB
mass = 40; // U_B_CombatUniform_mcam
mass = 80; // V_PlateCarrier1_rgr
mass = 80; // ToolKit

modelOptics

Used with
Optic attachments
Type
Array
Default
{}

modelSides[]

mountAction

MuzzleCoef

muzzleEnd

O

opticType

Used with
Optics
Type
Integer
Default
0
Description
Parameter which defines opticType of given optics. It is used together requiredOpticType to create additional fire modes with higher engagement ranges

opticType = 1 is typically assigned for optics with magnification level between 2.5 - 5x

opticType = 2 is typically used for scopes with high magnification (>5x)

OpticsModes

P

priority

S

soundBipod...

soundTypeIndex

T

type

U

uniformClass

uniformModel

unmountAction

Z

zeroingSound[]