CfgMagazines Config Reference: Difference between revisions
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;Description: Name of the ''cfgAmmo'' class which this magazine holds. | ;Description: Name of the ''cfgAmmo'' class which this magazine holds. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
ammo = B_30mm_HE; //eg | ammo = B_30mm_HE; //eg | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 73: | Line 73: | ||
==== class Library ==== | ==== class Library ==== | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class Library | class Library | ||
{ | { | ||
Line 89: | Line 89: | ||
;Description: The descriptive Name of the ammunition. | ;Description: The descriptive Name of the ammunition. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
descriptionShort = $STR_SN_MAVERICK; | descriptionShort = "$STR_SN_MAVERICK"; | ||
descriptionShort = "Beretta Ammo"; | descriptionShort = "Beretta Ammo"; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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==== muzzleImpulseFactor[]={1.0,1.0} ==== | ==== muzzleImpulseFactor[]={1.0,1.0} ==== | ||
;Type: [[TokenNameValueTypes|Float]] or [[TokenNameValueTypes|Array]] | ;Type: [[TokenNameValueTypes|Float]] or [[TokenNameValueTypes|Array]] | ||
;Description: Coefficient to recoil force (only on vehicles), which is calculated from ammo hit value & speed defined in magazine. Default value is 1. Can be defined as a float or an array (torque, force) | ;Description: Coefficient to recoil force (only on vehicles), which is calculated from ammo hit value & speed defined in magazine. Default value is 1. Can be defined as a float or an array (torque, force) {{Link|https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do{{=}}findComment&comment{{=}}3241029|link}}. | ||
muzzle Impulse applied when shooting is calculated by: ''p = 0.25kg * (hit/13) * initSpeed * muzzleImpulseFactor[0] // initspeed in m/s, rest unitless. | muzzle Impulse applied when shooting is calculated by: ''p = 0.25kg * (hit/13) * initSpeed * muzzleImpulseFactor[0] // initspeed in m/s, rest unitless. | ||
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{{ConfigPage|end}} | {{ConfigPage|end}} | ||
{{GameCategory|ofp|Editing}} | {{GameCategory|ofp|Editing}} | ||
{{GameCategory|arma1|Addon Configuration}} | {{GameCategory|arma1|Addon Configuration}} |
Latest revision as of 18:20, 28 April 2023
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 inherent in the game or provided by oem.
cfgAmmo defines the missile 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.
The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons - and so on.
Default values are shown in the legend. They come from the derived class CA_Magazine rather than the true default{} since almost everything derives from this class.
Nearly all values are identical to their OFP equivalent.
Note that engines will accept integer values (or math strings) where a float would normally be expected.
TokenNames marked ArmA were introduced from OFP:E and beyond.
Arma Enhancement
Arma introduced a new root class, cfgMagazines.
The magazines it declares are selected for use by specific cfgWeapons.
Any given magazine can (obviously) only hold a specific cfgAmmo class.
In contrast, OFP uses a rather tedious construct in it is cfgWeapons class to distinguish between weapon and magazine parameters.
The major alterations here are:
OFP | ArmA |
---|---|
ammo= | moved to cfgMagazines |
displayNameMagazine= | moved to cfgMagazines and renamed DisplayName (of course) |
magazines[] = {"this"}; | magazines[] = {}; |
magazineType= | moved to cfgMagazines and renamed Type |
maxLeadSpeed= | moved to cfgMagazines |
scopeWeapon= | renamed scope |
scopeMagazine= | moved to cfgMagazines and renamed scope |
shortNameMagazine= | moved to cfgMagazines and renamed descriptionShort? |
Modifications
Unlike it is cfgAmmo and cfgWeapon cousins: all bets are off. There is, a default class (the substance of this document), but it, and all other classes in cfgMagazines are deletable/erasable/modifiable.
Caution should be exercised about 'expected' default values when inheriting. ANY added pbo can alter them substantially before your very eyes.
- Warning
- Unlike OFP, you cannot have the same cfgMagazines.ClassName
- If you specify a rifle, and it is magazine with the same classname, the in-game gear selection dialog get's mightily confused. It's a noisy, awful display to begin with. Don't, make it worse.
Alphabetical Order
A
ammo=""
- Type
- String
- Description
- Name of the cfgAmmo class which this magazine holds.
ammo = B_30mm_HE; //eg
C
class InventoryPlacements{}
class Library
class Library
{
libTextDesc = "";
};
count=30
- Type
- Integer
- Description
- The amount of ammo this magazine holds.
D
descriptionShort=""
- Type
- String
- Description
- The descriptive Name of the ammunition.
descriptionShort = "$STR_SN_MAVERICK";
descriptionShort = "Beretta Ammo";
displayName=""
- Type
- String
- Description
- The descriptive Name of the magazine. In OFP, this was called DisplayNameMagazine.
displayNameMFDFormat=""
- Type
- String
- Description
- Custom MFD name used by "ammoFormat" source. Example: displayNameMFDFormat = "A%1C", %1 for ammo count, %2 remaining mags count, %3 total mags count, %4 mag capacity. Example displayNameMFDFormat = "HEAT";
deleteIfEmpty=-1""
- Type
- Integer
- Description
- Decides if magazine is automatically removed from inventory when ammo capacity is 0. 0 - never remove, 1 - always remove, -1 default behavior (auto detect, removes magazine when magazine capacity is 1 [count = 1] & magazine is empty). Default value is -1.
I
initSpeed=900
- Type
- Integer
- Description
- Starting speed of missile.
M
maxLeadSpeed = 23;
- Type
- Integer
model="\ca\weapons\mag_univ[.p3d]"
- Type
- String
- Description
- The mag model. Identical to OFP.
modelSpecial="[.p3d]"
- Type
- String
modelSpecialIsProxy="1"
- Type
- Integer
- Description
- Controls if modelSpecial is using magazine proxy tech.
muzzleImpulseFactor[]={1.0,1.0}
- Type
- Float or Array
- Description
- Coefficient to recoil force (only on vehicles), which is calculated from ammo hit value & speed defined in magazine. Default value is 1. Can be defined as a float or an array (torque, force) link.
muzzle Impulse applied when shooting is calculated by: p = 0.25kg * (hit/13) * initSpeed * muzzleImpulseFactor[0] // initspeed in m/s, rest unitless.
N
nameSound="magazine"
- Type
- String
Category for radio protocol. (Use Missiles, Cannon etc.)
P
picture="[\][[.pac]"
- Type
- String
- Description
- Picture shown in gear for this mag. See cfgAmmo for warnings about picture paths.
R
reloadAction="ManActReloadMagazine"
- Type
- String
S
scope=protected
- Type
- Integer
- Description
- OFP name was ScopeMagazine.
Values: private, protected, public.
selectionFireAnim="zasleh"
- Type
- String
simulation="ProxyMagazines"
- Type
- String
T
type=256
- Type
- Integer
- Description
- OFP name was MagazineType. See cfgWeapons for the CHANGES between OFP and ArmA for this value.
U
useAction=0
- Type
- Integer
useActionTitle=""
- Type
- String
V
value=1
- Type
- Integer
- Description
- Formerly known as ValueMagazine in OFP.
W
weight=0
- Type
- Integer
Additional Values
Because just about anything can be added to these classes it is not overly useful to attempt to define most of them. For whatever reason, and unlike other root classes, the engine doesn't need these tokens declared in default{}.
lastRoundsTracer=4
tracersEvery=4
- Type
- Integer
- Description
- Sets the interval between tracers.