CfgWeapons Config Reference: Difference between revisions
Dr Eyeball (talk | contribs) (WeaponSlotSmallItems) |
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#define WeaponSlotBinocular 4096 // binocular, NVG, LD, equipment | #define WeaponSlotBinocular 4096 // binocular, NVG, LD, equipment | ||
#define WeaponHardMounted 65536 | #define WeaponHardMounted 65536 | ||
</pre> | |||
Arma 2 also includes: | |||
<pre> | |||
#define WeaponSlotSmallItems 131072 // map, compass, small items (derived from ItemCore) | |||
</pre> | </pre> | ||
Revision as of 14:12, 5 June 2009
Introduction
A
access
Integer
Description:
- define ReadAndWrite 0 //! any modifications enabled
- define ReadAndCreate 1 //! only adding new class members is allowed
- define ReadOnly 2 //! no modifications enabled
- define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
access = 3;
aiDispersionCoefX
Float
Description: Dispersion multiplier for Ai units (axis X - left to right)
aiDispersionCoefX = 7.1;
aiDispersionCoefY
Float
Description: Dispersion multiplier for Ai units (axis Y - top-down)
aiDispersionCoefY = 2.1;
aiRateOfFire
Float
Description: delay between shots at given distance (aiRateOfFireDistance)
aiRateOfFire = 0.3;
aiRateOfFireDistance
Integer
Description: at shorter distance delay (aiRateOfFire) goes lineary to zero
aiRateOfFireDistance = 600;
ammo
String
Description: CfgAmmo class that this weapon fires. In ArmA, it is standard to define this in CfgMagazines instead.
ammo = "TimeBomb";
autoAimEnabled
Boolean
Description: false for all standart weapons
autoAimEnabled = 0;
autoFire
Boolean
Description: If true weapon will continue firing once you press fire button once until you release it.
autoFire = 1;
autoReload
Boolean
Description: if true weapon will be reloaded automaticly once magazine is empty
autoReload = 1;
B
backgroundReload
Boolean
Description: Weapon automatically reloads magazines without player intervention or animation.
backgroundReload = 1;
burst
Integer
Description: Number of shots actually fired each time the weapon is fired.
burst = 5;
C
cameraDir
String
Description:
cameraDir = "GL look";
canDrop
Boolean
Description:
canDrop = 1;
canLock
Integer
Description: Defines if weapon can be locked on the target (white box appears)
Valid values: 0, 1, 2
- define LockNo 0
- define LockCadet 1
- define LockYes 2
canLock = 2;
cartridgePos
String
Description:
cartridgePos = "nabojnicestart";
cartridgeVel
String
Description:
cartridgeVel = "nabojniceend";
count
Integer
Description: Number of shots weapon starts with. In ArmA, it is standard to define this in CfgMagazines instead.
count = 8;
cursor
String
Description:
cursor = "\ca\Weapons\Data\w_weapon_S";
cursorAim
String
Description:
cursorAim = "\ca\Weapons\Data\cursor_target_locked_ca.paa";
cursorSize
Float
Description:
cursorSize = 4;
D
dexterity
Float
Description: Ingame weapon handling value, lower value = takes more time to traverse a weapon
dexterity = 3.1;
dispersion
Float
Description: Ingame weapon dispersion. Bigger value - more dispersion
dispersion = 0.015;
displayName
String
Description: Either reference to a stringtable, or a the name, i.e "Vikhr".
displayName = "$STR_DN_VIKHR";
distanceZoomMax
Integer
Description:
distanceZoomMax = 100;
distanceZoomMin
Integer
Description:
distanceZoomMin = 500;
drySound[]
Array
Description: Sound when empty weapon fired
drySound[] = {"\ca\Weapons\Data\Sound\XMS_dry_v2",0.000316228,1};
E
enableAttack
Boolean
Description:
enableAttack = 1;
F
ffCount
Integer
Description:
ffCount = 6;
ffFrequency
Float
Description:
ffFrequency = 11;
ffMagnitude
Float
Description:
ffMagnitude = 0.5;
fireLightDuration
Float
Description:
fireLightDuration = 0.05;
flash
String
Description:
flash = "gunfire";
flashSize
Float
Description:
flashSize = 1.2;
forceOptics
Boolean
Description: Valid values: 0, 1, 2
forceOptics = 2;
G
H
I
initSpeed
Integer
Description: Initial speed of shot.
initSpeed = 900;
J
K
L
laser
Boolean
Description:
laser = 0;
libTextDesc
String
Description:
libTextDesc = "$STR_LIB_SVD";
M
magazineReloadTime
Float
Description: Time delay when reloading the weapon (changing magazines).
magazineReloadTime = 0.1;
magazines[]
Array
Description: Array of magazines compatible with this weapon. In ArmA, these are defined in CfgMagazines.
magazines[] = {"100Rnd_127x99_M2"};
maxLeadSpeed
Integer
Description: Maximimum speed of the target that can be shot with this weapon by AI. For OFP only, in ArmA this command has only effect in CfgMagazines.
maxLeadSpeed = 600;
maxRange
Float
Description: Together with *Range and *RangeProbab values defines probability to use this weapon for Ai units at given distance.
maxRange = 70;
maxRangeProbab
Float
Description:
maxRangeProbab = 0.1;
memoryPointCamera
String
Description:
memoryPointCamera = "GL eye";
midRange
Integer
Description:
midRange = 500;
midRangeProbab
Float
Description:
midRangeProbab = 0.2;
minRange
Integer
Description:
minRange = 50;
minRangeProbab
Float
Description:
minRangeProbab = 0.1;
model
String
Description:
model = "\ca\a10\AGM65";
modelMagazine
String
Description:
modelMagazine = "";
modelOptics
String
Description: Optic model used in game. "-" defines 3d view from the model (point "eye")
modelOptics = "\ca\Weapons\G36_optics"; modelOptics = "-";
modes[]
Array
Description:
modes[] = {"manual","close","short","medium","far"};
multiplier
Integer
Description: Ammunition used per shot.
multiplier = 5;
muzzleEnd
String
Description:
muzzleEnd = "konec hlavne";
muzzlePos
String
Description:
muzzlePos = "usti hlavne";
muzzles[]
Array
Description:
muzzles[] = {"TimeBombMuzzle","PipeBombMuzzle","MineMuzzle","MineEMuzzle"};
N
nameSound
String
Description: Sound played when vehicle cammander swith to this weapon
nameSound = "smokeshell";
O
optics
Boolean
Description:
optics = 1;
opticsDisablePeripherialVision
Boolean
Description:
opticsDisablePeripherialVision = 1;
opticsFlare
Boolean
Description:
opticsFlare = 1;
opticsZoomInit
Float
Description:
opticsZoomInit = 0.35;
opticsZoomMax
Float
Description:
opticsZoomMax = 0.0625;
opticsZoomMin
Float
Description:
opticsZoomMin = 0.0625;
P
picture
String
Description:
picture = "smokeshell";
primary
Integer
Description:
primary = 10;
Q
R
recoil
String
Description: Selects Weapon recoil defined in cfgRecoils config section
recoil = "AK74Recoil";
recoilProne
String
Description: When prone recoil can be set to slower values
recoilProne = "AK74Recoil";
reloadAction
String
Description:
reloadAction = "ManActReloadMagazine";
reloadMagazineSound[]
Array
Description: Sound played while changing magazines.
reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1};
reloadSound[]
Array
Description: Sound played after each shot.
reloadSound[] = {"\ca\Weapons\Data\Sound\gun125reload",1,1};
reloadTime
Float
Description: Time delay between each individual shot.
reloadTime = 0.007;
S
scope
Integer
Description:
scope = 2;
selectionFireAnim
String
Description:
selectionFireAnim = "zasleh";
shotFromTurret
Boolean
Description: meaning unknown. But "zasleh" animation is not working if set to 1
shotFromTurret = 1;
showAimCursorInternal
Boolean
Description:
showAimCursorInternal = 1;
showEmpty
Boolean
Description: If false weapon gets hidden from the player once there's no ammo left for it
showEmpty = 1;
showSwitchAction
Boolean
Description:
showSwitchAction = 1;
showToPlayer
Boolean
Description: Some modes defined for Ai usage (ex. burst modes for ull auto weapons) can be hidden from player with this parameter
showToPlayer = 1;
sound[]
Array
Description: Last parameter defines how fast the sound should be played. 1 means normal speed.
sound[] = {"\ca\Weapons\Data\Sound\AGS30_shot1",10,1};
soundBurst
Boolean
Description: When set to false single shot sound can be used with burst mode - it will be played several times
soundBurst = 1;
soundContinuous
Boolean
Description: If true sound for the next shot won't start before previous oe ends. Thus you can prevent sound overlapping.
soundContinuous = 1;
soundFly[]
Array
Description:
soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1",25.1189,0.8};
soundServo[]
Array
Description:
soundServo[] = {"",0.0001,1};
T
type
Integer
Description: Defines gear slots that occupied by this weapon
#define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotHandGunItem 32 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536
type = 65536; type = 6*256;
In ArmA, for CfgWeapons and CfgMagazines, it should be:
#define WeaponNoSlot 0 // dummy weapon #define WeaponSlotPrimary 1 // primary weapon #define WeaponSlotHandGun 2 // handGun/sidearm #define WeaponSlotSecondary 4 // secondary weapon // 4 in ArmA, not 16. #define WeaponSlotHandGunItem 16 // sidearm/GL magazines // 16 in ArmA, not 32. #define WeaponSlotItem 256 // main magazines, items, explosives #define WeaponSlotBinocular 4096 // binocular, NVG, LD, equipment #define WeaponHardMounted 65536
Arma 2 also includes:
#define WeaponSlotSmallItems 131072 // map, compass, small items (derived from ItemCore)
U
UiPicture
String
Description:
UiPicture = "\CA\weapons\data\Ico\i_aa_CA.paa";
useAction
Boolean
Description:
useAction = 1;
useActionTitle
String
Description:
useActionTitle = "$STR_ACTION_PUTBOMB";
useAsBinocular
Boolean
Description:
useAsBinocular = 0;
V
value
Integer
Description:
value = 0;