Turret Config Reference: Difference between revisions
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'''Description:''' The horizontaly moving selection of the turret. | '''Description:''' The horizontaly moving selection of the turret. | ||
body="mainTurret"; | body="mainTurret"; | ||
=E= | |||
== ejectDeadGunner == | |||
[[TokenNameValueTypes|Boolean]]<br> | |||
'''Description:''' If true, the gunners body will be ejected when killed. | |||
ejectDeadGunner=0; | |||
=F= | =F= | ||
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'''Description:''' Allows to use a custom string for the name of the turret. | '''Description:''' Allows to use a custom string for the name of the turret. | ||
gunnerName="Rear Gunner"; | gunnerName="Rear Gunner"; | ||
== gunnerOpticsModel == | |||
[[TokenNameValueTypes|String]]<br> | |||
'''Description:''' The optics model used when gunner is not turned out. | |||
gunnerOpticsModel="\ca\Tracked\optika_tank_gunner"; | |||
== gunnerForceOptics == | |||
[[TokenNameValueTypes|Boolean]]<br> | |||
'''Description:''' Forces the gunner to use optics while turned in. | |||
gunnerForceOptics=1; | |||
== gunnerOutOpticsModel == | |||
[[TokenNameValueTypes|String]]<br> | |||
'''Description:''' The optics model used when gunner is turned out. | |||
gunnerOutOpticsModel="\ca\Weapons\optika_empty"; | |||
== gunnerOutForceOptics == | |||
[[TokenNameValueTypes|Boolean]]<br> | |||
'''Description:''' Forces the gunner to use optics while turned out. | |||
gunnerForceOutOptics=1; | |||
=H= | =H= | ||
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'''Description:''' If true, the turret will be manned when the vehicle is placed in the editor. | '''Description:''' If true, the turret will be manned when the vehicle is placed in the editor. | ||
hasGunner=1; | hasGunner=1; | ||
== hideWeaponsGunner == | |||
[[TokenNameValueTypes|Boolean]]<br> | |||
'''Description:''' If true, the gunners weapons (his rifle) will not be displayed. | |||
hideWeaponsGunner=1; | |||
=I= | =I= |
Revision as of 13:52, 3 May 2007
Introduction
A
animationSourceBody
String
Description: The animation used to move the turrets body, as defined in the cfgModels and cfgSkeleton parts of your model.
animationSourceBody="mainTurret";
animationSourceGun
String
Description: The animation used to move the turrets gun, as defined in the cfgModels and cfgSkeleton parts of your model.
animationSourceGun="mainGun";
animationSourceHatch
String
Description: The animation used to open and close the turrets hatch, if available.
animationSourceHatch="hatchGunner";
B
body
String
Description: The horizontaly moving selection of the turret.
body="mainTurret";
E
ejectDeadGunner
Boolean
Description: If true, the gunners body will be ejected when killed.
ejectDeadGunner=0;
F
forceHideGunner
Boolean
Description: If true, the gunner will not be able to turn out.
forceHideGunner=0;
G
gun
gun="mainGun";
Description: The verticaly moving selection of the turret. This is, in most cases, the gun itself.
gunnerName
String
Description: Allows to use a custom string for the name of the turret.
gunnerName="Rear Gunner";
gunnerOpticsModel
String
Description: The optics model used when gunner is not turned out.
gunnerOpticsModel="\ca\Tracked\optika_tank_gunner";
gunnerForceOptics
Boolean
Description: Forces the gunner to use optics while turned in.
gunnerForceOptics=1;
gunnerOutOpticsModel
String
Description: The optics model used when gunner is turned out.
gunnerOutOpticsModel="\ca\Weapons\optika_empty";
gunnerOutForceOptics
Boolean
Description: Forces the gunner to use optics while turned out.
gunnerForceOutOptics=1;
H
hasGunner
Boolean
Description: If true, the turret will be manned when the vehicle is placed in the editor.
hasGunner=1;
hideWeaponsGunner
Boolean
Description: If true, the gunners weapons (his rifle) will not be displayed.
hideWeaponsGunner=1;
I
InGunnerMayFire
Boolean
Description: If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
inGunnerMayFire=1;
L
lockWhenDriverOut
Boolean
Description: If true, the turret can not be moved while the gunner is turned out.
lockWhenDriverOut=0;
M
magazines[]
Array
Description: An array made of all magazines this turret is equipped with.
magazines[]={"BigGunMagazine","SmallGunMagazine"};
memoryPointsGetInGunner
String
Description: The name of the get in-point selection for this turret, located in the Memory-LOD of the model.
memoryPointsGetInGunner="pos gunner";
memoryPointsGetInGunnerDir
String
Description: The name of the dir-point selection for this turret, located in the Memory-LOD of the model. It is used to make the gunner face a special direction while entering the vehicle.
memoryPointsGetInGunnerDir="pos gunner dir";
O
outGunnerMayFire
Boolean
Description: If true, the gunner will be able to fire the turrets weapons while turned out.
outGunnerMayFire=0;
P
primaryGunner
Boolean
Description: True if this turret is used by the primary gunner, false else.
primaryGunner=1;
primaryObserver
Boolean
Description: True if this turret is used by the primary observer (e.g. tank commander), false else.
primaryObserver=1;
proxyType
String
Description: The proxy type of the turrets gunner, this may be CPGunner or CPCommander. The proxies have to be named according to this setting, so either "proxy:Gunner.XX" or "proxy:Commander.XX".
proxyType="CPGunner";
proxyIndex
Integer
Description: The proxy index of the turrets gunner. If your proxyType is "CPGunner" and proxyIndex=1, the proxyname must be "proxy:Gunner.01", etc.
proxyIndex=1;
S
soundServo[]
Array
Description: Sound of the turrets servo, this is played whenever the turret is moving.
soundServo[]={"",0.003162,1.000000};
startEngine
Boolean
Description: If true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving.
startEngine=0;
W
weapons[]
Array
Description: An array made of all weapons this turret is armed with.
weapons[]={"BWMod_L55","BWMod_MG3_veh"};