Turret Config Reference: Difference between revisions

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'''Description:''' The verticaly moving selection of the turret. This is, in most cases, the gun itself.
'''Description:''' The verticaly moving selection of the turret. This is, in most cases, the gun itself.
== gunnerAction ==
[[TokenNameValueTypes|String]]<br>
'''Description:''' The name of the animation the gunner is using while turned out.
gunnerAction="";
== gunnerInAction ==
[[TokenNameValueTypes|String]]<br>
'''Description:''' The name of the animation the gunner is using while turned in.
gunnerInAction="";


== gunnerName ==
== gunnerName ==
Line 92: Line 102:
'''Description:''' If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
'''Description:''' If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
  inGunnerMayFire=1;
  inGunnerMayFire=1;
== initElev ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The initial elevation of the gun.
initElev=0;
== initTurn ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The initial turn of the turret, unit is deegres
InitTurn=0;


=L=
=L=
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'''Description:''' An array made of all magazines this turret is equipped with.
'''Description:''' An array made of all magazines this turret is equipped with.
  magazines[]={"BigGunMagazine","SmallGunMagazine"};
  magazines[]={"BigGunMagazine","SmallGunMagazine"};
== maxElev ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The maximum elevation of the gun.
maxElev=20;
== maxTurn ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The maximum turn of the turret, unit is deegres.
maxTurn=+360;


== memoryPointsGetInGunner ==
== memoryPointsGetInGunner ==
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'''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.
'''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";
  memoryPointsGetInGunnerDir="pos gunner dir";
== minElev ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The minimal elevation of the gun.
minElev=-4;
== minTurn ==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' The minimal turn of the turret, unit is deegres.
minTurn=-360;


=O=
=O=

Revision as of 14:10, 3 May 2007

Template:Stub

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

String

gun="mainGun";

Description: The verticaly moving selection of the turret. This is, in most cases, the gun itself.

gunnerAction

String
Description: The name of the animation the gunner is using while turned out.

gunnerAction="";

gunnerInAction

String
Description: The name of the animation the gunner is using while turned in.

gunnerInAction="";

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;

initElev

Float
Description: The initial elevation of the gun.

initElev=0;

initTurn

Float
Description: The initial turn of the turret, unit is deegres

InitTurn=0;

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"};

maxElev

Float
Description: The maximum elevation of the gun.

maxElev=20;

maxTurn

Float
Description: The maximum turn of the turret, unit is deegres.

maxTurn=+360;

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";

minElev

Float
Description: The minimal elevation of the gun.

minElev=-4;

minTurn

Float
Description: The minimal turn of the turret, unit is deegres.

minTurn=-360;

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"};