CfgAmmo Config Reference: Difference between revisions
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CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin. | CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin. | ||
These classes can be subsequently added to by addons inherit in the game or provided by oem. | These classes can be subsequently added to by addons inherit in the game or provided by oem. | ||
CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on. | CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on. | ||
Line 38: | Line 38: | ||
=A= | =A= | ||
==airFriction | |||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]] | ==airFriction== | ||
'''Description:''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==animated | <br>[[TokenNameValueTypes|Float]] | ||
'''[[ArmaTokenNames|ArmA]]''' | <br>'''Description:''' | ||
==audibleFire | |||
==animated== | |||
'''[[ArmaTokenNames|ArmA]]''' | |||
==audibleFire== | |||
[[TokenNameValueTypes|Float]] | [[TokenNameValueTypes|Float]] | ||
<br>'''Description:''' How much can AI hear when given weapon is fired. | |||
audibleFire=5.0; | audibleFire=5.0; | ||
==airLock== | |||
[[TokenNameValueTypes|Boolean]] | |||
<br>'''Description:''' Declares if ammo can lock on air targets. | |||
=C= | =C= | ||
==canLock== | ==canLock== | ||
[[TokenNameValueTypes|Integer]]<br> | [[TokenNameValueTypes|Integer]] | ||
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br> | <br>'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock) | ||
''' | <br>'''Possible values:''' | ||
*0 = false | *0 = false | ||
*1 = cadet mode only | *1 = cadet mode only | ||
*2 = always. | *2 = always. | ||
canLock=0; | canLock=0; | ||
==cartridge | |||
[[TokenNameValueTypes|String]]<br> | ==cartridge== | ||
'''Description:''' Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred. | [[TokenNameValueTypes|String]] | ||
<br>'''Description:''' Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred. | |||
cartridge="FxCartridge[.p3d]"; | cartridge="FxCartridge[.p3d]"; | ||
==cost | |||
[[TokenNameValueTypes|Integer]]<br> | ==cost== | ||
'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation, | [[TokenNameValueTypes|Integer]] | ||
<br>'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation, | |||
cost includes time required to complete the attack. | cost includes time required to complete the attack. | ||
As a result, weapons with high cost are unlikely to be used again common targets, | As a result, weapons with high cost are unlikely to be used again common targets, | ||
esp. when low cost weapons are available. Still, there may be situation where AI may | esp. when low cost weapons are available. Still, there may be situation where AI may | ||
decide to use high cost weapon, esp. when it thinks it has little chance of survival | decide to use high cost weapon, esp. when it thinks it has little chance of survival | ||
and needs to attempt destroying enemy quickly. | and needs to attempt destroying enemy quickly. | ||
cost=5000; | cost=5000; | ||
==CraterEffects | ==CraterEffects== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|String]]<br> | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' Declares which crater effect to spawn on hit on ground.<br> | <br>[[TokenNameValueTypes|String]] | ||
''' | <br>'''Description:''' Declares which crater effect to spawn on hit on ground. | ||
<br>'''Possible values:''' BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater | |||
CraterEffects="ExploAmmoCrater"; | CraterEffects="ExploAmmoCrater"; | ||
=D= | =D= | ||
==deflecting | ==deflecting== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br> | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' Declares if ammo is deflecting and thus deflection angle. | <br>[[TokenNameValueTypes|Integer]] | ||
<br>'''Description:''' Declares if ammo is deflecting and thus deflection angle. | |||
deflecting=10; | deflecting=10; | ||
=E= | =E= | ||
==effectsFire | |||
==effectsFire== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==effectsMissile | |||
==effectsMissile== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==effectsSmoke | |||
==effectsSmoke== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==explosionEffects | ==explosionEffects== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|String]]<br> | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' Declares which explosion effect to spawn on hit.<br> | <br>[[TokenNameValueTypes|String]] | ||
''' | <br>'''Description:''' Declares which explosion effect to spawn on hit. | ||
<br>'''Possible values:''' | |||
*BombExplosion | *BombExplosion | ||
*ExploAmmoExplosion | *ExploAmmoExplosion | ||
Line 109: | Line 131: | ||
*GrenadeExplosion | *GrenadeExplosion | ||
==explosionTime | ==explosionTime== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br> | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades). | <br>[[TokenNameValueTypes|Integer]] | ||
<br>'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades). | |||
explosionTime=5; | explosionTime=5; | ||
==explosive | ==explosive== | ||
[[TokenNameValueTypes|Float]] | [[TokenNameValueTypes|Float]] | ||
<br>'''Description:''' Declares if ammo is explosive, and if it is, how much (What part of the damage is done using explosion, the rest is assumed to be caused by kinetic impact, given as a ratio - 1 means fully explosive, 0 means fully kinetic) | |||
=F= | =F= | ||
==fuseDistance | |||
'''[[ArmaTokenNames|ArmA]]''' | ==fuseDistance== | ||
'''[[ArmaTokenNames|ArmA]]''' | |||
=H= | =H= | ||
==hit | ==hit== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Damage on hit. In OFP total damage is calculated as: Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit) | <br>'''Description:''' Damage on hit. In OFP total damage is calculated as: Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit) | ||
hit=8; | hit=8; | ||
==HitEffects== | ==HitEffects== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
class HitEffects | |||
{ | |||
vehicle = "ImpactMetal"; | |||
object = "ImpactConcrete"; | |||
}; | |||
==hit...[]== | |||
<br>'''Description:''' All array values are defaulted to | |||
hitBuilding[] = {"soundHit",1}; | |||
===hitArmor[]=== | ===hitArmor[]=== | ||
Line 146: | Line 179: | ||
===hitDefault[]=== | ===hitDefault[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
===hitFoliage[]=== | ===hitFoliage[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
===hitGlass[]=== | ===hitGlass[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
===hitGlassArmored[]=== | ===hitGlassArmored[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==hitGround[]== | ==hitGround[]== | ||
ofp only | ofp only | ||
===hitGroundHard[]=== | ===hitGroundHard[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
Line 173: | Line 206: | ||
===hitWood[]=== | ===hitWood[]=== | ||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
=I= | =I= | ||
==indirectHit | ==indirectHit== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Damage in indirectHitRange. | <br>'''Description:''' Damage in indirectHitRange. | ||
indirectHit=8; | indirectHit=8; | ||
==indirectHitRange | ==indirectHitRange== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Radius in metres where indirectHit damage is caused. | <br>'''Description:''' Radius in metres where indirectHit damage is caused. | ||
indirectHitRange=75; | indirectHitRange=75; | ||
==initTime | ==initTime== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' How long (in seconds) the projectile waits before starting it's motor. | <br>'''Description:''' How long (in seconds) the projectile waits before starting it's motor. | ||
initTime=0.2; | initTime=0.2; | ||
==irLock | ==irLock== | ||
[[TokenNameValueTypes|Boolean]]<br> | [[TokenNameValueTypes|Boolean]] | ||
'''Description:''' Declares if ammo can lock on IR-targets. | <br>'''Description:''' Declares if ammo can lock on IR-targets. | ||
=L= | =L= | ||
==laserLock | ==laserLock== | ||
[[TokenNameValueTypes|Boolean]]<br> | [[TokenNameValueTypes|Boolean]] | ||
'''Description:''' Declares if ammo can lock on laser designator. | <br>'''Description:''' Declares if ammo can lock on laser designator. | ||
==lightColor[]== | |||
[[TokenNameValueTypes|Array]] | |||
<br>'''Description:''' Declares color of light (e.g. on flares). | |||
lightColor[]={1,1,1,0}; | lightColor[]={1,1,1,0}; | ||
=M= | =M= | ||
==maneuvrability== | |||
[[TokenNameValueTypes|Float]] | |||
<br>'''Description:''' Declares maneuvrability of guided missiles. | |||
manueuvrability=30; | manueuvrability=30; | ||
==manualControl | ==manualControl== | ||
[[TokenNameValueTypes|Boolean]]<br> | [[TokenNameValueTypes|Boolean]] | ||
'''Description:''' Declares if ammo can be controlled by the player during flight (?). | <br>'''Description:''' Declares if ammo can be controlled by the player during flight (?). | ||
manualControl=0; | manualControl=0; | ||
==maxControlRange | ==maxControlRange== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?). | <br>'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?). | ||
maxControlRange=5000; | maxControlRange=5000; | ||
==maxSpeed | ==maxSpeed== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Declares the maximum speed (m/s). | <br>'''Description:''' Declares the maximum speed (m/s). | ||
maxSpeed=241; | maxSpeed=241; | ||
==model | ==model== | ||
[[TokenNameValueTypes|String]]<br> | [[TokenNameValueTypes|String]] | ||
'''Description:''' Declares path to model. | <br>'''Description:''' Declares path to model. | ||
model="\ca\weapons\bullet[.p3d]" | model="\ca\weapons\bullet[.p3d]" | ||
==min/MaxRange...== | ==min/MaxRange...== | ||
===minRange | <br>'''Description:''' These tokens are present in ofp only. They were badly classed in ofp, causing all weapons using this specific 'bullet' to exhibit this behaviour rather than the behaviour of the 'rifle'. As such they were transferred to ArmA's cfgWeapons. | ||
===minRangeProbab | |||
===midRange | ===minRange=== | ||
===midRangeProbab | ===minRangeProbab=== | ||
===maxRange | ===midRange=== | ||
===maxRangeProbab | ===midRangeProbab=== | ||
===maxRange=== | |||
===maxRangeProbab=== | |||
=P= | =P= | ||
==proxyShape | ==proxyShape== | ||
[[TokenNameValueTypes|String]]<br> | [[TokenNameValueTypes|String]] | ||
'''Description:''' Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units. | <br>'''Description:''' Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units. | ||
proxyShape="\ca\air\sidewinder_proxy"; | proxyShape="\ca\air\sidewinder_proxy"; | ||
=S= | =S= | ||
==sideAirFriction | ==sideAirFriction== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn. | <br>'''Description:''' Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn. | ||
sideAirFriction=0.5; | sideAirFriction=0.5; | ||
==simulation | ==simulation== | ||
[[TokenNameValueTypes|String]]<br> | [[TokenNameValueTypes|String]] | ||
'''Description:''' Declares simulation type. <br> | <br>'''Description:''' Declares simulation type. | ||
'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types. | <br>'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types. | ||
simulation="shotShell"; | simulation="shotShell"; | ||
==simulationStep | ==simulationStep== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' ? | <br>'''Description:''' ? | ||
==shadow | |||
==shadow== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==sound...[] | ==sound...[]== | ||
===soundFly[]=== | ===soundFly[]=== | ||
===soundEngine[]=== | ===soundEngine[]=== | ||
===soundHit[]=== | ===soundHit[]=== | ||
==supersonicCrackNear[]== | |||
'''[[ArmaTokenNames|ArmA]]''' | |||
<br>[[TokenNameValueTypes|Array]] | |||
<br>'''Description:''' Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed. | |||
supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1}; | supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1}; | ||
==supersonicCrackFar[] | ==supersonicCrackFar[]== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br> | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed. | <br>[[TokenNameValueTypes|Array]] | ||
<br>'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed. | |||
supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1}; | supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1}; | ||
=T= | =T= | ||
==thrust | ==thrust== | ||
[[TokenNameValueTypes|Float]]<br> | [[TokenNameValueTypes|Float]] | ||
'''Description:''' Engine power for missiles and rockets. | <br>'''Description:''' Engine power for missiles and rockets. | ||
==thrustTime | |||
[[TokenNameValueTypes|Float]]<br> | ==thrustTime== | ||
'''Description:''' Engine burn time for missiles and rockets. | [[TokenNameValueTypes|Float]] | ||
<br>'''Description:''' Engine burn time for missiles and rockets. | |||
thrustTime=0.200000; | thrustTime=0.200000; | ||
==timeToLive | ==timeToLive== | ||
'''[[ArmaTokenNames|ArmA]]'''[[TokenNameValueTypes|Integer]]<br> | '''[[ArmaTokenNames|ArmA]]'''[[TokenNameValueTypes|Integer]] | ||
'''Description:''' Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets. Note that this parameter has no effect in OFP where timeToLive is predefined by simulation. | <br>'''Description:''' Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets. Note that this parameter has no effect in OFP where timeToLive is predefined by simulation. | ||
timeToLive=4; | timeToLive=4; | ||
==tracerColor[] | ==tracerColor[]== | ||
[[TokenNameValueTypes|Array]] | [[TokenNameValueTypes|Array]] | ||
<br>'''Description:''' Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}. | |||
==tracerColorR[]== | |||
==tracerColorR[] | |||
[[TokenNameValueTypes|Array]] | [[TokenNameValueTypes|Array]] | ||
<br>'''Description:''' Declares tracer colour with "realistic" settings (tracers disabled), format is {Red, Green, Blue, Transparency}. | |||
'''Description:''' | ==trackLead== | ||
'''[[ArmaTokenNames|ArmA]]''' | |||
<br>[[TokenNameValueTypes|Float]] | |||
<br>'''Description:''' The amount of lead a guided weapon will use when tracking a target. | |||
==trackOversteer== | |||
'''[[ArmaTokenNames|ArmA]]''' | |||
<br>[[TokenNameValueTypes|Float]] | |||
<br>'''Description:''' The factor at which a guided weapon will steer to meet TrackLead. | |||
== | ==typicalSpeed== | ||
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes| | '''[[ArmaTokenNames|ArmA]]''' | ||
'''Description:''' | <br>[[TokenNameValueTypes|Integer]] | ||
<br>'''Description:''' hit value is valid when projectile moves at this speed. With lower speed the hit caused by the ammo is lower as well. | |||
=V= | |||
= | ==visibleFire== | ||
[[TokenNameValueTypes|Float]] | |||
<br>'''Description:''' how much does AI see a unit firing this weapon | |||
visibleFire=18; | visibleFire=18; | ||
==visibleFireTime | ==visibleFireTime== | ||
[[TokenNameValueTypes|Integer]]<br> | [[TokenNameValueTypes|Integer]] | ||
'''Description:''' How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between. | <br>'''Description:''' How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between. | ||
visibleFireTime=18; | visibleFireTime=18; | ||
=W= | =W= | ||
==whistleDist | |||
==whistleDist== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
==whistleOnFire | |||
==whistleOnFire== | |||
'''[[ArmaTokenNames|ArmA]]''' | '''[[ArmaTokenNames|ArmA]]''' | ||
[[category:Operation Flashpoint: Editing]] | [[category:Operation Flashpoint: Editing]] | ||
[[Category:ArmA: Addon Configuration]] | [[Category:ArmA: Addon Configuration]] |
Revision as of 08:17, 7 October 2011
Introduction
CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.
These classes can be subsequently added to by addons inherit in the game or provided by oem.
CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.
The default value is shown in the legend.
Note that engines accept integer values where a float would normally be expected.
TokenNames marked ArmA were introduced from Xbox Elite and beyond.
Arma Enhancement
Arma introduced a new root class, cfgMagazines.
In contrast, OFP uses a rather tedious construct in it's cfgWeapons class to distinguish between weapon and magazine paramaters.
Regardless, there is no change in effect or construct or meaning to the cfgAmmo class in any engine.
Modifications
access=1;
- Ammunition classes can be added.
- Existing classes can (sometimes) be altered.
The default class for cfgAmmo specifies access=3; Almost all subsequent classes inherit this value, which means they cannot be altered in any way.
To allow YOUR addon to subsequently modify YOUR ammunition (should you wish to with other addons), you must change the access= in YOUR ammunition.
A
airFriction
animated
audibleFire
Float
Description: How much can AI hear when given weapon is fired.
audibleFire=5.0;
airLock
Boolean
Description: Declares if ammo can lock on air targets.
C
canLock
Integer
Description: Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)
Possible values:
- 0 = false
- 1 = cadet mode only
- 2 = always.
canLock=0;
cartridge
String
Description: Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred.
cartridge="FxCartridge[.p3d]";
cost
Integer
Description: Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation,
cost includes time required to complete the attack.
As a result, weapons with high cost are unlikely to be used again common targets, esp. when low cost weapons are available. Still, there may be situation where AI may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.
cost=5000;
CraterEffects
ArmA
String
Description: Declares which crater effect to spawn on hit on ground.
Possible values: BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
CraterEffects="ExploAmmoCrater";
D
deflecting
ArmA
Integer
Description: Declares if ammo is deflecting and thus deflection angle.
deflecting=10;
E
effectsFire
effectsMissile
effectsSmoke
explosionEffects
ArmA
String
Description: Declares which explosion effect to spawn on hit.
Possible values:
- BombExplosion
- ExploAmmoExplosion
- ExplosionEffects
- GrenadeExplosion
explosionTime
ArmA
Integer
Description: Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
explosionTime=5;
explosive
Float
Description: Declares if ammo is explosive, and if it is, how much (What part of the damage is done using explosion, the rest is assumed to be caused by kinetic impact, given as a ratio - 1 means fully explosive, 0 means fully kinetic)
F
fuseDistance
H
hit
Float
Description: Damage on hit. In OFP total damage is calculated as: Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit)
hit=8;
HitEffects
class HitEffects { vehicle = "ImpactMetal"; object = "ImpactConcrete"; };
hit...[]
Description: All array values are defaulted to
hitBuilding[] = {"soundHit",1};
hitArmor[]
hitBuilding[]
hitConcrete[]
hitDefault[]
hitFoliage[]
hitGlass[]
hitGlassArmored[]
hitGround[]
ofp only
hitGroundHard[]
hitGroundSoft[]
hitIron[]
hitMan[]
hitMetal[]
hitMetalplate[]
hitPlastic[]
hitRubber[]
hitWood[]
I
indirectHit
Float
Description: Damage in indirectHitRange.
indirectHit=8;
indirectHitRange
Float
Description: Radius in metres where indirectHit damage is caused.
indirectHitRange=75;
initTime
Float
Description: How long (in seconds) the projectile waits before starting it's motor.
initTime=0.2;
irLock
Boolean
Description: Declares if ammo can lock on IR-targets.
L
laserLock
Boolean
Description: Declares if ammo can lock on laser designator.
lightColor[]
Array
Description: Declares color of light (e.g. on flares).
lightColor[]={1,1,1,0};
M
maneuvrability
Float
Description: Declares maneuvrability of guided missiles.
manueuvrability=30;
manualControl
Boolean
Description: Declares if ammo can be controlled by the player during flight (?).
manualControl=0;
maxControlRange
Float
Description: Declares in which disctance to player ammo can be controlled during flight (?).
maxControlRange=5000;
maxSpeed
Float
Description: Declares the maximum speed (m/s).
maxSpeed=241;
model
String
Description: Declares path to model.
model="\ca\weapons\bullet[.p3d]"
min/MaxRange...
Description: These tokens are present in ofp only. They were badly classed in ofp, causing all weapons using this specific 'bullet' to exhibit this behaviour rather than the behaviour of the 'rifle'. As such they were transferred to ArmA's cfgWeapons.
minRange
minRangeProbab
midRange
midRangeProbab
maxRange
maxRangeProbab
P
proxyShape
String
Description: Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.
proxyShape="\ca\air\sidewinder_proxy";
S
sideAirFriction
Float
Description: Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn.
sideAirFriction=0.5;
simulation
String
Description: Declares simulation type.
Possible values: refer to Models & Classnames: Simulation Types for a list of all supported simulation types.
simulation="shotShell";
simulationStep
Float
Description: ?
shadow
sound...[]
soundFly[]
soundEngine[]
soundHit[]
supersonicCrackNear[]
ArmA
Array
Description: Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1};
supersonicCrackFar[]
ArmA
Array
Description: Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1};
T
thrust
Float
Description: Engine power for missiles and rockets.
thrustTime
Float
Description: Engine burn time for missiles and rockets.
thrustTime=0.200000;
timeToLive
ArmAInteger
Description: Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets. Note that this parameter has no effect in OFP where timeToLive is predefined by simulation.
timeToLive=4;
tracerColor[]
Array
Description: Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}.
tracerColorR[]
Array
Description: Declares tracer colour with "realistic" settings (tracers disabled), format is {Red, Green, Blue, Transparency}.
trackLead
ArmA
Float
Description: The amount of lead a guided weapon will use when tracking a target.
trackOversteer
ArmA
Float
Description: The factor at which a guided weapon will steer to meet TrackLead.
typicalSpeed
ArmA
Integer
Description: hit value is valid when projectile moves at this speed. With lower speed the hit caused by the ammo is lower as well.
V
visibleFire
Float
Description: how much does AI see a unit firing this weapon
visibleFire=18;
visibleFireTime
Integer
Description: How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between.
visibleFireTime=18;