CfgVehicles Config Reference: Difference between revisions

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  acceleration = 7;
  acceleration = 7;
=====avgHeight=====
=====avgHeight=====
''[[Number|INTEGER]]: ''height in meters of bird. See [[#minheight]] and [[#maxHeight]]
''[[Number|INTEGER]]: ''height in metres above sealevel. See [[#minHeight]] , [[#maxHeight]]
  avgHeight = 10;
  avgHeight = 10;
<hr>


====B====
====B====

Revision as of 09:38, 30 June 2006

Introduction

Addon Command Reference

This article details the token-verbs available in Config.cpp for addons created in Operation FlashPoint, the Resistence upgrade, and of course, Elite.

Legend:

INTEGER: A signed, value to 65k.

BOOLEAN: An Integer value of 0, or 1

ARRAY: An arrey[]=

STRING: Any string value. ALL STRINGS MUST BE ENCLOSED IN QUOTES for Elite. These strings are misinterpreted as #defines otherwise.


Notes: For Models and other items using p3d files, the .p3d extension is not reguired. Similar comment for pac/paa files, and wss (sound) files where appropriate


cfgNonAiVehicles


A

airFriction

ARRAY: 3 separate tokens, airFriction0[],airFriction1[],airFriction2[] that define the X Y and Z component respectively.

airFriction2[] = {25,12,2.500000};
acceleration

INTEGER: metres per second

acceleration = 7;
avgHeight

INTEGER: height in metres above sealevel. See #minHeight , #maxHeight

avgHeight = 10;

B


C

canBeShot

BOOLEAN: Declares whether bullets have any effect

canBeShot = 1;

F

flySound

ARRAY:

flySound[] = {"\AddonName\AnySound.wss",0.000000,1,1};

Note: String can be empty, eg. ""


M

maxHeight

INTEGER: max height above sea level.

maxHeight = 50;
maxSpeed

INTEGER: In kph.

maxSpeed = 20;
minHeight

INTEGER: Min height in metres above sealevel. See #avgHeight , #maxHeight

minHeight = 5;
minSpeed

INTEGER: In Kph.

minSpeed = -0.500000; range 0->1
model

STRING: Location in the addon where the p3d model resides. Can be subfolder

model = "\AddonName\anyp3d"; // can be ""

R

BOOLEAN: Normally, models ARE reversed with respect to how they present on the screen after editing with tools like oxygen (eg) This overrides the default. See #model

reversed = 0;

S

scope

INTEGER:

scope = public;

Scope in concept is the same as the C++ reserved words of public, protected and private.

defines normally exist at the top of a well written config.cpp to make meanings clearer.

#define private    0
#define protected  1
#define public     2

The meaning of each is as follows

private:

only other classes within the same config cpp can access, or 'inherit' this class.

protected:

Identical to public, except the class will not be listed in the mission editor. A very common form of use for this is

class vegetables
{
  scope=protected;
  VehicleClass="Vegetables.
  namesound= whatever;
  icon= "vegetableIcon.paa";
 ///   put any other common characteristics in here
};
class GreenOnions : vegetables
{
   scope = public;
   name="Green Onion;
}
class PurpleOnion : vegetables
{
   ....

The effect here is to reduce (considerably) not only the amount of tyoing, but memory storage too. It is only the public classes that are listed in the editor, and this, you would expect, that each one of these has a separate name=, wheras, they are ALL grouped' in the Editor's 'Vegetables'

Protected classes are CamCreatble in the mission.sqm.

Protected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions.

public:

Any classes declared public are CamCreateabale, and selectable via the Editor.

simulation

STRING: The engine behaviour with this model.

simulation = "SeaGull";// campfire,house, etc
singSound

ARRAY: normally for a bird

singSound[] = {"\AddonName\SoundFile.ogg",0.031623,1,1};
straightDistance

INTEGER:

straightDistance = 50;

T

turning

BOOLEAN: (i think)

turning = 1;