CfgSurfaces Config Reference – Arma 3
Pennyworth (talk | contribs) (Created page for CfgSurfaces Confg Reference) |
Pennyworth (talk | contribs) (Added game version for AIAvoidStances field) |
||
Line 26: | Line 26: | ||
====AIAvoidStance==== | ====AIAvoidStance==== | ||
{{GVI|arma3|1.60}} | |||
[[TokenNameValueTypes|Integer]]: Allows restricting the AI from entering prone with two levels of emphasis | [[TokenNameValueTypes|Integer]]: Allows restricting the AI from entering prone with two levels of emphasis | ||
Revision as of 05:01, 10 June 2016
Alphabetical Order
A
access
Integer: Determines the manipulability of the class.
Value | Type | Description |
---|---|---|
0 | ReadAndWrite | Additional values can be added |
1 | ReadAndCreate | Only adding new class members is allowed |
2 | ReadOnly | No modifications enabled |
3 | ReadOnlyVerified | No modifications enabled |
All BIS classes are ReadOnlyVerified and can only be inherited into a new class
access = 2; //ReadOnly
AIAvoidStance
1.60 Integer: Allows restricting the AI from entering prone with two levels of emphasis
Value | Description |
---|---|
0 | No change in behavior |
1 | Less preference for going prone |
2 | Almost never going prone |
C
character
String: Points to a corresponding CfgSurfaceCharacters entry, which defines the clutter on this surface.
character = "Empty"; //No clutter will be used on this surface
character = "SeabedClutter"; //SeabedClutter defined in CfgSurfaceCharacters will be used on this surface
D
dust
Float: Amount of dust vehicles will create on this surface (higher value = more dust)
dust = 0.75; //High amount of dust, used for GdtStratisDryGrass
dust = 0.05; //Almost no dust, used for GdtConcrete
F
files
String: Defines which ground texture and roadway texture filenames this surface will apply to
files = "gdt_grass_green_*"; //Tells the ground texture what surface it corresponds to
files = "surfint_wood_*"; //Tells the texture used in the roadway LOD what surface it corresponds to
friction
Float: Unknown
friction = 0.9; //Default value, used by all A3 surfaces
G
grassCover
Float: Used to simulate grass cover at a distance by sinking the target into the ground (higher value = more sinking)
grassCover = 0; //Used by GdtStratisConcrete, there will be no simulated grass cover at a distance
grassCover = 0.05; //Used by GdtStratisGreenGrass, there will be some simulated grass cover at a distance
I
impact
String: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in CfgAmmo
impact = "hitGroundHard"; //Used by GdtStony, particle effect will be chunks of rock flying when hit
impact = "hitGroundSoft"; //Used by GdtStratisDirt, particle effect will be dirt flying when hit
isWater
Integer: Declares whether the surface is water
isWater = 1; //Used by SurfWater, declares the surface as water
isWater = 0; //Used by Default, declares the surface is not water
L
lucidity
Float: Unknown
lucidity = 0.3; //Used by GdtStratisConcrete
lucidity = 3.5; //Used by GdtStratisForestPine
lucidity = 150; //Used by GdtStratisSeabed
M
maxClutterColoringCoef
Float: Defines the maximal coefficient of difference between the color of the surface and clutter (must be greater than or equal to 1)
maxClutterColoringCoef = 1.35; //Used by GdtStratisConcrete
maxClutterColoringCoef = 1.5; //Used by GdtBeach
maxSpeedCoef
Float: Defines the maximum speed coefficient on that surface
maxSpeedCoef = 1; //Used by GdtStratisConcrete, no change in speed
maxSpeedCoef = 0.9; //Used by GdtStratisGreenGrass, 10% reduction in speed
maxSpeedCoef = 0.8; //Used by GdtStratisForestPine, 20% reduction in speed
R
restitution
Float:Unknown
restitution= 0; //Used by every surface
rough
Float:Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps)
rough = 0.05; //Used by GdtStratisConcrete, minimal bumps
rough = 0.15; //Used by GdtMud, fairly bumpy
S
soundEnviron
String:Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in SoundEnvironExt
soundEnviron = "drygrass"; //Used by GdtGrassDry, dry grass sound
soundEnviron = "gravel"; //Used by SurfRoadDirt, gravel sound
soundEnviron = "int_wood"; //Used by SurfIntWood, weapons fired while on this surface will have a reverb effect.
This value also determines the sound for footsteps inside of a building corresponding for the roadway LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface.
soundHit
String:Defines the sound played when the surface is struck by a bullet
soundHit = "concrete"; //Used by GdtStratisConcrete, sound of bullet hitting concrete is played when this surface is hit
soundHit = "soft_ground"; //Used by GdtStratisDirt, sound of dirt is played when this surface is hit
surfaceFriction
Float: Defines the surface friction on this surface (lower value = more friction)
surfaceFriction = 2.5; //Used by SurfRoadTarmac, highest surface friction value
surfaceFriction = 2; //Used by SurfRoadConcrete, above average surface friction value
surfaceFriction = 1.8; //Used by GdtDirt, below average surface friction value
surfaceFriction = 1.5; //Used by GdtMarsh, low end of surface friction values
T
tracksAlpha
Integer: Defines the alpha value of vehicle tracks
tracksAlpha = 1; //Default value used by all surfaces
transparency
Integer: Unknown
transparency = -1; //Default value used by all surfaces