Config Properties Megalist: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 43: Line 43:
tbd
tbd
==CfgVehicles==
==CfgVehicles==
ebd
===armor===
===armorStructural===
===damageResistance===
===secondaryExplosion===
===hiddenSelections[]===
===HitPoints classes===
====armor====
====material====
====passThrough====
====minimalHit====
====explosionShielding====
====name====
====visual====
====radius====
====HitHull====
====HitFuel====
====HitTrack====
====HitWheel====
====HitAmmo====
====HitEngine====
====HitAvionics====
====HitVRotor====
====HitHRotor====
====depends====
===discreteDistance[]===
===discreteDistanceInitIndex===
===gunnerOpticsModel===
===gunnerOutOpticsModel===
===gunnerOpticsEffect[]===
===gunnerHasFlares===
===visionmode[]===
===thermalMode[]===
===xxxFov===
===radarType===
===lockDetectionSystem===
===viewGunnerInExternal===
===outGunnerMayFire===
===inGunnerMayFire===
===weapons[]===
===magazines[]===

Revision as of 20:55, 13 October 2014

Intro

Arma 3 documentation is scattered to the 4 winds, and this applies to config file properties as much as anything. This is an attempt to make a single master list of properties with links to [sources]. Yes, there are other partial lists but they have problems: obsolete information, and no links to their sources. So rather than rummage and re-order everyone else's lists, I'm going to add my own in the hopes that it serves as a comprehensive resource (by Arma standards!).

(This list was compiled in Fall of 2014, and should be up-to-date as of that point.~Olds.)

How Do Configs Work?

All configs get merged into one big config in memory when the game starts. Where duplicates exist, which config takes precedence depends on load order - the last config loaded "wins" by overwriting any previous value(s). Load order is determined by mod folder order, PBO name, but most importantly/properly by the "requiredAddons" section of the CfgPatches class.

Weapons

For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes.

CfgAmmo

Projectile-specific properties

airFriction

How much the projectile slows down as it travels through air. (Seems to be equivalent to Bird-Livingston's "ballistic K factor" * 0.0000001).[A, B]

caliber

[float>=0]. Penetrative power of a projectile based on speed. (A value of 1 is standardized as 15mm of RHA penetration at 1000m/s.) The formula for mm of penetration is: (projectile speed / 1000)x(caliber)x(bulletPenetrability of the target BISURF). So higher = more penetration. <!>Adding caliber values to missile or rockets results is bugged and results in missiles flying through targets.[A]

cost

deflecting

explosive

hit

indirectHit

muzzle velocity

Tricked you! Muzzle velocity for a projectile is defined in the CfgMagazines class and it's called "initSpeed".

timeToLive

typicalspeed

nvgOnly

visibleFire

visibleFireTime

CfgMagazines

Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.

initSpeed

tbd

CfgWeapons

Gun/launcher-specific properties.

autoFire

ballisticsComputer

canLock

dispersion

[float>=0]. Weapon's dispersion in radians (1 angular milliradian = 0.001 dispersion, 1 MOA = 0.000290888 dispersion)

weaponLockSystem

Vehicles

tbd

CfgVehicles

armor

armorStructural

damageResistance

secondaryExplosion

hiddenSelections[]

HitPoints classes

armor

material

passThrough

minimalHit

explosionShielding

name

visual

radius

HitHull

HitFuel

HitTrack

HitWheel

HitAmmo

HitEngine

HitAvionics

HitVRotor

HitHRotor

depends

discreteDistance[]

discreteDistanceInitIndex

gunnerOpticsModel

gunnerOutOpticsModel

gunnerOpticsEffect[]

gunnerHasFlares

visionmode[]

thermalMode[]

xxxFov

radarType

lockDetectionSystem

viewGunnerInExternal

outGunnerMayFire

inGunnerMayFire

weapons[]

magazines[]