Config Properties Megalist: Difference between revisions
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(This list was compiled in Fall of 2014, and should be up-to-date as of that point.~Olds.) | (This list was compiled in Fall of 2014, and should be up-to-date as of that point.~Olds.) | ||
==How Do Configs Work?== | ==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= | =Weapons= | ||
For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes. | For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes. |
Revision as of 20:02, 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 = Bird-Livingston "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
ebd