CfgAmmo Config Reference
Introduction
A
audibleFire
audibleFire=5.0000;
airLock
Boolean
Description: Declares if ammo can lock on air targets.
Values: 0 = can not lock on air vehicles, 1 = can lock on air vehicles.
airLock=1;
C
cartridge
String
Description: Declares the path to the cartridge model, which may be ejected on each shot.
cartridge="FxCartridge";
canLock
Integer
Description: Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)
Values: 0 = false, 1 = cadet mode only, 2 = always.
canLock=0;
cost
Float
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=1;
CraterEffects
String
Description: Declares which crater effect to spawn on hit on ground.
Values: BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
CraterEffects="ExploAmmoCrater";
D
deflecting
ArmA Integer
Description: Declares if ammo is deflecting.
deflecting=10;
E
explosionEffects
String
Description: Declares which explosion effect to spawn on hit.
Values: BombExplosion, ExploAmmoExplosion, ExplosionEffects, GrenadeExplosion
explosionEffects="ExploAmmoExplosion";
explosionTime
Integer
Description: Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
explosionTime=5;
explosive
Boolean
Description: Declares if ammo is explosive.
explosive=0;
H
hit
Float
Description: Damage on hit.
hit=8;
I
indirectHit
Float
Description: Damage in indirectHitRange.
indirectHit=8;
indirectHitRange
Float
Description: Radius in metres where indirectHit damage is caused.
indirectHitRange=75;
irLock
Boolean
Description: Declares if ammo can lock on IR-targets.
Values: 0 = can not lock on IR-targets, 1 = can lock on IR-targets.
irLock=0;
L
laserLock
Boolean
Description: Declares if ammo can lock on laser designator.
Values: 0 = can not lock on laser designator, 1 = can lock on laser designator.
laserLock=0;
lightColor[]
Array
Description: Declares color of light (e.g. on flares).
lightColor[]={1,1,1,0};
M
maneuvrability
Float
Description: Declares maneuvrability of ammo (?).
manueuvrability=30;
manualControl
Boolean
Description: Declares if ammo can be controlled by the player during flight (?).
manualControl=0;
maxControlRange
Integer
Description: Declares in which disctance to player ammo can be controlled during flight (?).
maxControlRange=5000;
maxSpeed
Integer
Description: Declares the maximum speed (m/s).
maxSpeed=241;
model
String
Description: Declares path to model.
model="/ca/weapons/bullet"
P
proxyShape
String
Description: Declares the model of this weapon used in proxies on vehicles.
proxyShape="\ca\air\sidewinder_proxy";
S
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: ?
simulationStep=0.050000;
sound...
...Hit
...Fly
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:
thrust=2000;
thrustTime
Float
Description:
thrustTime=0.200000;
timeToLive
Integer
Description: ?
timeToLive=4;
tracerColor[]
Array Description: Declares tracer color, format is {Red,Yellow,Green,Transparency}.
tracerColor[]={1.00,0.00,0.00,0.40};
tracerColorR[]
tracerColorR[]={1.00,0.00,0.00,0.40};
trackLead
trackLead=0;
trackOversteer
trackOversteer=5.000000;
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.
typicalSpeed=120;
V
visibleFire
Float
Description: ?
visibleFire=18;
visibleFireTime
Integer
Description: ?
visibleFireTime=18;