CfgVehicles Config Reference
Introduction
TokenName Config.cpp Reference
Simply put, Token Name & Value pairs are as follows
SomeName = SomeValue;
Token Names are used extensively throughout ofp 'text' files.
An example is, when creating a model using class statements inside a Config.cpp, to access it later, via the mission editor
scope=2;
This article details the token-names specifically available within the CfgVehicles class of a Config.cpp. The primary focus of this document is the TokenNames used for various aspects of controlling models within Addons.
Unlike a command reference, where one meaning fits all, Token names are not verbs. The meaning of the name, it's effect, can be different, depending on context. You are advised therefore, that these names, as listed, apply only to the CfgVehicles class. They may, or may not, have identical meanings (if found), in other classes.
This article lists token names, their value ranges, and their type.
TokenTypes
Integer: A signed value that will be held in 4 bytes.
Boolean: An Integer value of 0 or 1. This is a 'convenience type' in humanly readable text. The engine stores it as an integer.
String: Any string value.
For elite only (not ArmA, or OFP) ALL STRINGS MUST BE ENCLOSED IN QUOTES.
Array: An array []={...}
float Array: An array of floats only
string Arrray: should be obvious
integer Array: ditto
Complex Array: A mixture of multiple types, includig embedded arrays.
Variable Array: the number of elements for this array in this class model can have a varying number of elements (depending on context)
Filenames and Paths
Filenames are case insensitive.
Pbo File conventions
The root path of the filename is (generally) the name of the pbo
model= "\anypbofile\anywhere\....";
note the pbo extension is inferred
anywhere is an (optional) (series of) folder(s) INSIDE the pbo.
Depending on the file referred to, eg a p3d file for a model, the extension (in this case .p3d) is not required.
p3d files
model="\anypbofilename\anyp3d(.p3d)";
paa/pac
wherever these file types are indicated, the default extension is paa
icon=\somepbo\anyicon(.paa);
jpeg
jpeg pictures are useable anywhere a pac (or pac) file is indicated. It is never default.
Exception: Operation Flashpoint Elite specifically, cannot handle jpg.
picture="\AnyPbo\AnyPicture.jpg";
Sound files
wss is the default extension if not declared.
sound="\AnyPbo\AnySoundFolder\AnySound(.wss)";
Otherwise use Ogg Vorbis format (extension .ogg).
ArmA
Token Names found only in Armed Assault config.bins are indicated in bold
Your mileage will vary as to their compatibility / usefulness / buginess if used in 'compatible' missions on the older game versions.
See the ArmA Disclaimer
Vehicle vs 'Vehicle'
In this document. a vehicle, is a true vehicle of some kind. Be it a tank, or a car.
A 'vehicle' on the other hand covers cfgVehicles as defined in a config.cpp which would include men or buildings, since ofp considers them all to be 'vehicles'
Config.bin vs Config.cpp
By convention only, config.cpp is the humanly readable text equivalent of config.bin.
The engine will accept either or both.
When both are encountered, it is the text file that is predominant (the raPified file is ignored). (Which is the text file, and which is the 'binary' is moot, see below).
While unusual to have both, it is common for an addon, eg a pbo, to have both inside where the config.cpp is a 'work in progress' that might later be 'binarised' to raP, and the cpp removed.
raP files
So-called 'binarised' or 'binary' files are encoded in raP file format. They are not in the conventional sense a "binary"—machine readable code or data—but rather a more convenient encoded form of the text file (from the engine's perspective). They represent the stripping out of comments and extraneous crud, with bells on. For example, save files are raP encoded, just like config.bin is.
By convention only, a config.cpp is a text file. The engine does not actually care; if it encounters a config.cpp with a raP signature, it is treated as per a config.bin.
The engine unconditionally converts text files to raP encoding before it uses it further. This (obviously) slows game or mission loading and (less obviously) is a source of 'undocumented features'. Prior to finishing your addon, it is a Good Idea™ to 'binarise' the config into raP encoding and rename the cpp file to .txt for documentation purposes.
A
...Action
String : defaults ManActCargo
commanderAction = "ManActM60CommanderOut"; driverAction = "ManActShipDriver"; gunnerAction = "ManActJeepGunner"; commanderInAction = "ManActTestDriver"; driverInAction = "ManActM113Driver"; gunnerInAction = "ManActM1A1Gunner"; getInAction = ManActGetInTank; //default getOutAction = ManActGetOutTank; //default
cargoAction
Variable String Array: default {ManActCargo}
cargoAction[] = {"ManActM113Medic","ManActM113Medic","ManActM113Injured"};
Note that unlike driverAction and gunnerAction this is an array. (for multiple positions)
The number of elements in this array correspond to the #transportSoldier value declared for this class.
see #cargoIsCoDriver
...AngleX/Y
Float Degrees
initAngleX = 0; minAngleX = -30; maxAngleX = 30;
initAngleY = 0; minAngleY = -100; maxAngleY = 100;
initFov = 0.700000; minFov = 0.420000; maxFov = 0.850000;
used by car.ViewPilot class
angle
Float: Degrees
angle = -240;
see #Indicator... Class Or #Hatch... Class
access
Integer: Determines the manipulability of the class.
access=1;
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, CRC test applied
All BIS classes are ReadOnlyVerified and can only be inherited into a new class
accuracy
Float: Default value = 0.02.
Determines how easy an object is to identify. Smaller values are easier to detect.
Typically, buildings are 0.2, vehicles, 0.5
A value of 1000 causes the underlying class to be identified instead. Eg bushy trees, pink trees and yellow trees, can all be 'identified' as "trees". The description "bushy trees" is then used solely when Editing. See #VehicleClass
accuracy = 0.2; // buildings accuracy = 0.5; //small vehicles accuracy = 0.9;//truck accuracy = 3.500000;//sniper accuracy = 1.500000;//lawsoldier accuracy = 1000;//soldier // identify (most) solders as 'man'
Relationship to #camouflage:
accuracy defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.
camouflage defines how hard it is for the AI to see that the unit is there.
Related TokenNames
#scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
acceleration
acceleration = 7;
airFriction
ArmA Array: 3 separate tokens, airFriction0[],airFriction1[],airFriction2[] that define the X Y and Z component respectively.
airFriction2[] = {25,12,2.500000};
ambient
Float Array:
ambient[] = {0.07,0.07,0.07,1.0};
See #Reflectors Class, #Light Class, #CargoLight Class
animated
Bool : Default Value true
Used by class models that inherit an animated 'vehicle' to turn those aspects of the vehicle off.
animated = false;
model is animated, or not.
when set true, the animation class, if any, happens, otherwise it doesn't
see animations class
animPeriod
float: Seconds.
This TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows
animPeriod = 1.33; // a fountain
animation...
ArmA String: These animation strings point to rtm files to create the movement.
animationFlag = "\AnyAddon\AnyRTM(.rtm)";// to wiggle flag in wind animationOpen = "\AnyAddon\AnyRTM(.rtm)";// to open or close doors (eg) animationDrop = "\AnyAddon\AnyRTM(.rtm)";
animationSource...
animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = "hatchCommander";
armor (integer)
Float: A strength value of the object, how much external damage can be taken before 'destruction'. It is calculated together with object volume size! (bounding sphere calculated in geometry) Below are general ranges to give some idea.
aprox strenght = (0.27/tgtRadius)^2 / armorInConfig
armor = 3; // man armor = 10; // motorcycle armor = 20; // a small car armor = 15..60; // aircraft armor = 150; // buildings armor = 150..300; // bmp armor = 400...900; // tank armor = 300; // boat armor = 10000; // ship
If unspecified (or not inherited) the default value is 30
1 bullet will kill armor <=20
2 bullets <=40
3 bullets 50
armor (float)
Float: The floating version of armor type is only used in Hit... classes, eg HitTurret HitBody
armor = 1.4; // a bee armor = 0.8;// a turret
Related TokenNames: #armor (float), #material, #name, #passThrough
armor...
armorBody = 0.4; // default // for vehicles general armorStructural= 1; //ranges between 1 and 4.0, default 1 armorFuel = 1.4;// default armorGlass = 0.5;// default armorLights = 0.4; // default 0.4 in all models. armorWheels = 0.05;//default // for tanks armorHull = 1; armorTurret = 0.8; armorGun = 0.6; armorEngine = 0.8; armorTracks = 0.6; // for men armorHead = 0.7; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; // helicopters armorHull = 0.5; armorEngine = 0.6; armorAvionics = 1.4; armorVRotor = 0.5; armorHRotor = 0.7; armorMissiles = 1.6; armorGlass = 0.5;
attendant
Bool: Default false
Used for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action "Heal at XXX"
attendant = true;
Related TokenNames: #hiddenSelections
audible
float: Default Value 1
audible = .05; //man audible = 3;//motorcyle audible = 6;//tank/ship
how loud you are
see #camouflage
autocenter
bool: Default true
autocenter = false; // man
axis
axis = osa_poklop_driver;
see #Indicator... Class Or #Hatch... Class, IndicatorWatch Class
B
body
body = "mainTurret";
see #Turret Class
brakeDistance
Float: default 5 meters per sec
brakeDistance= 1; // man brakeDistance= 14; // tank brakeDistance= 500; // plane brakeDistance= 50; // boat
brightness
brightness = 1.0;
See #Reflectors Class, #Light Class, #CargoLight Class
C
...CanSee
Used to describe which sensory inputs are available to which crew members. 1=Radar; 2=Eye; 4= Optics; 8= Ear; 16= Compass; 32=Peripheral vision
Multiple values can be added (or binary ored, giving the same result) together.
commanderCanSee = 31;//default gunnerCanSee = 4+8+16;//default driverCanSee = 2+8+16;//default
...CargoAngleY
Float Degrees
Found within vehicle classes.
Orientation of the man sitting in the cargo space.
initCargoAngleY = 185; //Truck5t initCargoAngleY = 90;//M113
initCargoAngleY = 10; // UH60 minCargoAngleY = -60; maxCargoAngleY = 120;
camouflage
Float: Default Value = 2.
how difficult to spot. bigger = easier
camouflage = 0.6; // snipers camouflage = 1; // man camouflage = 4; // trucks camouflage = 8; // tanks
Relationship to #accuracy:
camouflage defines how hard it is for the AI to see that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it as long as the enemy doesn't fire.
accuracy defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.
Related TokenNames #scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
can...
canBeShot
ArmA Boolean: Declares whether bullets have any effect
canBeShot = true;
canDeactivateMines
Boolean: Default false
part of the man class.
canDeactivateMines= true; //SoldierEngineer
canFloat
Boolean: Default value: false
Used to allow vehicles (such as BMP) not to sink !
canFloat = true;
canHideBodies
Boolean: Default false
part of the man class.
canHideBodies = true; //SoldierWSaboteur
canLock
This token declares if the weapon is able to lock targets.
Values: 0 = false, 1 = cadet mode only, 2 = always.
canLock = 0;
cargoIsCoDriver
Variable Boolean Array : Default {false};
This token declares which (if any) cargo positions are 'in the front' (Ie front windscreen)
cargoIsCoDriver[] = {true,true,false};// 1st two passenger positions for a 5T truck
The number of elements in this array correspond to the #transportSoldier value declared for this class model.
cast...Shadow
Boolean: Default false
castCargoShadow = false; castCommanderShadow = false; castDriverShadow = false; castGunnerShadow = true;
Normally used to shadow 'soldiers' standing up in vehicle objects, such as the MG Jeep and Machine Guns.
Classes Embedded
cloud...
Various(Strings,Floats,Arrays)
cloudletDuration = 0.9; cloudletAnimPeriod = 1.0; cloudletSize = 0.1; cloudletAlpha = 0.8; cloudletGrowUp = 0.4; cloudletFadeIn = 0.0; cloudletFadeOut = 5.0; cloudletAccY = -0.1; cloudletMinYSpeed = 0.3; cloudletMaxYSpeed = 1.5; cloudletShape = "\ca\data\cl_basic"; cloudletColor[] = {1,1,1,0};
See #Smoke Class
cobraLight
ArmA String : Used as a core model for all other 'air' craft.
cobraLight = "AnyAddon\AnyP3d(.p3d)";
coefInside...
coefInside = 2;// default coefInsideHeur = 4.3; // default
Used by the static class for non moving objects such as buildings
coefInside = 1; // forest coefInsideHeur = 0.25;
color
Float Array: of floats.
color[] = {0.8,0.8,1.0,1.0};
This is a fixed four dimension array consisting of the color values for a RGBA model.
See #Reflectors Class, #Light Class, #CargoLight Class, #Smoke Class
commanding
ArmA Integer: part of Turret class
commanding = -1;
cost
Float: Default Value 50,0000
This value reflects the attractiveness of the target to the enemy AI. When all other considerations are equal. A soldier eg is not interested in Air, despite it's highly attractive cost values. On the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.
cost = 10000000;// an air vehicle is typically this value cost = 8; // a medic; cost = 1; // a grunt cost = 4; // an officer cost = 0; // most buildings;
Related TokenNames: type , #cost , #threat
count
String or Integer: (math formula).
weapon = M60; count = "30*1";
this token is always associated in a weapon or magazine couplet, inside a TransportWeapons, or TransportMagazines class.
The value is mostly represented as a string as above (a math formula), or it can be (unusually)
count= 2;
See At the End of the Day in the TokenNameValueTypes page for an explanation how this duality is possible.
crew
String: Default Civilian
Reflects whether vehicle is manned, and what with.
crew = <ClassName> crew = "SoldierWPilot";
'SoldierWPilot' is a class declared in same file.
D
dammage...
Variable String Array:
dammageHalf[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...}; dammageFull[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...};
When 'vehicle' is considered at least half way to destruction, the series of pictures is applied to the model.
damageResistance
Since ArmA 1.00 Only for AI, to know when to shoot and when not.
damageResistance = 0.004;
You can calculate it from vehicle armor and hit value of weapon that should be able to harm the vehicle. tgtRadius is radius of virtual bounding sphere calculated in vehicle geometry. CfgVehicles_Config_Reference#armor_.28integer.29
damageResistance = (HIT*HIT)/Armor*((0.27/tgtRadius)*(0.27/tgtRadius))
damper...
damperSize = 0.1;// default damperForce = 3; //default
deltaT
deltaT = -500;
See #Smoke Class
density
density = 0.5;
See #Smoke Class
destrType
String: Default Value= DestructDefault
Used for animation, sound, and final 'look' of vehicle.
destrType = "DestructNo"; // nothing happens destrType = "DestructBuilding"; // smoke. explosion destrType = "DestructEngine"; // smoke only destrType = "DestructTree"; // smoke, crushing, falls over destrType = "DestructTent"; // smoke, crushing, flattens destrType = "DestructMan"; destrType = "DestructDefault"; // =building
Tent and Tree are no longer identifiable when destroyed if not class 'things'
disappearAtContact
Bool: Default false;
disappearAtContact = true;//FxCartridge
direction
direction = "konec L svetla";
displayName
String: Default value = "Unknown" or "Vehicle"
Selects object uniquely in the Mission Editor, and separately, is used to identify object in game according to #accuracy. For instance when pointing your men to an object while in a mission, it is this displayName that is used.
It is good practice to use a stringtable.csv that should accompany your addon so that
- All names and labels are in one place instead of hunting for them.
- For language differences
displayName = "$STR_DN_AH1Z";
Note, that will careful crafting of classes, different colored 'rocks' can all be called the same displayName (rock) in the mission itself. See #scope and #accuracy for details.
See #nameSound for definition of what is actually 'said'
Related TokenNames #scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
displayNameShort
displayNameShort = "$STR_DN_UH60";
driverIsCommander
Bool : Default false.
driverIsCommander = true;
For boat, MG Jeep and helicopters
see #has...
driverForceOptics
driverForceOptics = true;
...DustEffect
Defines the effect that will be spawned at the position of the LandContact points.
leftDustEffect="vbs2_fx_lowTrackDustEffects"; rightDustEffect="vbs2_fx_lowTrackDustEffects";
see #...WaterEffect
E
...Elev
Integers:Degrees
initElev = -80; minElev = -60; maxElev = 10;
part of any #Turret Class (tanks eg)
ejectDamageLimit
ArmA Float: If the damage value of the vehicle is higher than the ejectDamageLimit, AI will disembark the vehicle.
ejectDamageLimit = 0.75;
ejectDead...
Boolean : Default false
ejectDeadGunner = false; ejectDeadCargo = false; ejectDeadDriver = false; ejectDeadCommander = false;
Causes that unit to 'unmount' the vehicle. Such as an MG nest, or motorcycle.
ejectSpeed
Array: Speed vector of ejection seat. Therefore only applies to planes.
ejectSpeed[] = {0,0,0}; // cant eject in a cessna
Embedded ClassNames
Some Token Names are encountered only within an embedded classname, rather than the main 'vehicle' body.
An embedded classname conveniently adds a unique feature to the 'vehicle'. Such as smoke, such as, a turret for a tank.
Emmbedded class names are used extensively in animated buildings for the quite logical reason that identical Token Names for door1 cannot be the same as Door2.
Below is a list of embedded classnames that (in most cases) use a TokenName uniquely. It is not found elsewhere and is better served describing that Token Name in the context it is found in, ie, an embedded class.
Hatch... Class
class HatchDriver { selection = poklop_driver; axis = osa_poklop_driver; angle = -100; };
Indicator... Class
class IndicatorSpeed { selection = ukaz_rychlo; axis = osa_rychlo; angle = -240; min = 0; max = 60 / 3.6; };
Light Class
class Light { ambient[] = {0.3,0.15,0.0,1.0}; brightness = 0.08; color[] = {1.0,0.5,0.0,1.0}; position = ohniste; shape = koulesvetlo; size = 0.3; };
CargoLight Class
class CargoLight { ambient[] = {0.6,0,0.15,1}; brightness = 0.007; color[] = {0,0,0,0}; };
Reflectors Class
Reflectors ::LandVehicle { ambient[] = {0.1,0.1,0.1,1.0}; brightness = 0.25; color[] = {0.9,0.8,0.8,1.0}; position = L svetlo; size = 0.5; direction = konec L svetla; hitpoint = L svetlo; selection = L svetlo; };
Smoke Class
class Smoke { density = 0.5; deltaT = -500; in = 0.0; out = 0.0; initT = 1000; initYSpeed = 1.7; interval = 0.01; size = 0.1; timeToLive = 100000002004087730000.0; // cloudletDuration = 0.9; cloudletAnimPeriod = 1.0; cloudletSize = 0.1; cloudletAlpha = 0.8; cloudletGrowUp = 0.4; cloudletFadeIn = 0.0; cloudletFadeOut = 5.0; cloudletAccY = -0.1; cloudletMinYSpeed = 0.3; cloudletMaxYSpeed = 1.5; cloudletShape = cl_basic; cloudletColor[] = {1,1,1,0}; class Table { class T1 { maxT = 0; color[] = {0.8,0.8,0.8,1}; }; class T2 { maxT = 900; color[] = {0.3,0.3,0.3,1}; }; class T3 { maxT = 1000; color[] = {1,0.5,0,0.5}; }; }; };
Turret Class
(Tanks eg)
class TurretBase { body = OtocVez; gun = OtocHlaven; gunAxis = OsaHlavne; gunBeg = usti hlavne; gunEnd = konec hlavne; minElev = -4; maxElev = 20; minTurn = -360; maxTurn = 360; soundServo[] = {Vehicles\gun_elevate,0.031623,1.000000}; turretAxis = OsaVeze; };
Embedded TokenNames
enableSweep
Bool: Default true. Used by Helicopter class
enableSweep = false; //UH60MG
Is sweeping over the target a valid technique for given helicopter?
envelope
/// lift (G) based on speed envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 // rel. speed 0.0,0.2,0.9,2.1,2.5,3.3,3.5,3.2,2.5,2.0,1.5,1.0,0.9,0.7,0.5 // lift };
extCameraPosition[]
float Array: Default {0,2,-20};
extCameraPosition[] = {0,5,-30};//plane extCameraPosition[] = {0,1,-10};//cars extCameraPosition[] = {0,1.500000,-9};//tankls extCameraPosition[] = {0,0.300000,-3.500000};//man
F
minFireTime
Integer: Default 20 seconds
minFireTime = 20;
fired
fired = "_this exec ""\AnyAddon\AnySQS.sqs"""; // note the ""
flapsFrictionCoef
Float: Default 0.5
flapsFrictionCoef = 2; // can be integer too.
forceHide...
Boolean : Default false;
forceHideDriver = true;//shilka forceHideGunner = true; //tank forceHideCommander=true;
Disables the turnout option for that particular crew member
forceSupply
Boolean : Default
forceSupply = true;
Found only in Weapon holders (ammo boxes) to force supply?
formation...
formationX = 10;// default meters formationZ = 20; // default meters formationTime = 10; // default seconds
One or both X Z values are used to keep objects separated (in meters) depending on wedge, echelon, V,single line, fomations.
fov
fov = 0.85; // cessna fov = 0.85; // man fov = 1.0; // truck
...Fov
minFov = 0.420000;// man maxFov = 0.850000; minFov = 0.600000;//truck maxFov = 1.400000;
also used by ViewPilot Classes
fuelCapacity
Integer: Default Value 0 (litres)
fuelCapacity = 50; // motorcyle fuelCapacity = 100; // car fuelCapacity = 700; // tank fuelCapacity = 1000; // air
G
...Gun...
Integer:degrees
minGunElev = -60; maxGunElev = 60; minGunTurn = -5; maxGunTurn = 5; minGunTurnAI = -30; maxGunTurnAI = 30;
...GunnerMayFire
Boolean: Default false
outGunnerMayFire = true;// m113 inGunnerMayFire = false;
...GunClouds Class
This is a reference to the external WeaponCloudsGun classes
most models simply inherit the defaults
class GunClouds: WeaponCloudsGun{}; class MGunClouds: WeaponCloudsMGun{};
here is an example of over-rides for class man
class GunClouds:WeaponCloudsGun { cloudletGrowUp = 0.200000; cloudletFadeIn = 0; cloudletFadeOut = 0.400000; cloudletDuration = 0.200000; cloudletAlpha = 1; cloudletAccY = 2; cloudletMinYSpeed = -10; cloudletMaxYSpeed = 10; interval = 0.020000; size = 0.300000; sourceSize = 0.015000; };
...GunFire Class
This is a reference to the external WeaponFireGun classes
most models simply inherit the defaults
class GunFire: WeaponFireGun {}; class MGunFire: WeaponFireMGun {};
gearbox[]
gearbox[] = {-18, 0, 110, 16.15, 14.44, 13.33};
unknown
gearRetracting
Bool: Default true
gearRetracting = false; // cessna
more correctly viewed as HasRetractingGear.
gun
gun = OtocHlaven;
see #Turret Class
gunAimDown
gunAimDown = 0.07;
gunAxis
gunBeg
gunEnd
gunnerHasFlares
gunnerHasFlares = false;
gunnerName
gunnerName = "$STR_POSITION_CREWCHIEF";
gunnerOutOptics...
gunnerOutOpticsModel = "";
gunnerOutOpticsColor[] = {0,0,0,1};
gunnerOutForceOptics = false;
gunnerOutOpticsShowCursor = false;
H
...Height
minHeight = 5; //Min height in metres above sealevel. maxHeight = 50;//max height above sea level. avgHeight = 10;
has...
Bool:
hasDriver = true; // default hasGunner = false;// default hasCommander =true; // default
Depending on vehicle model.
Controls the 'get in' commands.
...HeadTurnAI
Integer Degrees
minHeadTurnAI = -70;// man class maxHeadTurnAI = 70;
Here you can define selections on the model, which are not shown at mission startup. This is usefull for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection "medic", as they should not have a red cross at their body):
Aside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0.
hiddenSelections[] = {"pruh"}; // bmp/tank
Try this setObjectTexture [0, "\data\duha.pac"] in the initline of a BMP and you'll see which parts are meant by the selection "pruh".
Don't forget to add the model and the selections in the CfgModels, as the hidden selections won't work otherwise (at least not after binarizing).
hide...
hideProxyInCombat = false;// default (true for tanks) hideUnitInfo = false;// default see #unitInfoType hideWeaponsCargo = false;// default hideWeaponsCommander= true; // default hideWeaponsDriver = true; // default hideWeaponsGunner = true; // default
hitpoint
hitpoint = "L svetlo";
hitSound...
hitSound1[] = {voices\Hit11,0.056234,1}; ... hitSound20[] = {voices\Hit30,0.056234,1};
hitSounds[] = {hitSound1,0.05,hitSound2,0.05,....
hitSounds is used by the engine to reference user generated hitSound...s
the number of user generated sounds, is limited only by the author.
hour
part of the IndicatorWatch class
class IndicatorWatch { hour = hodinova; minute = minutova; axis = osa_time; reversed = 0; };
I
icon
String: Default Value = "unknown_object.paa"
This value us used by the map editor to show the building or vehicle when editing. It is not normally visible during game play. (but can be)
The icon can be any jpg, paa, or pac file. paa is default. Note that Elite cannot handle jpegs.
icon = "\AnyAddon\AnyPAA(.paa)";
Related TokenName(s): #mapSize
in/out
Float: These TokenNames are used inside the #Smoke Class
in= 0.0; out=0.0;
init
ArmA String: Event Handlers The Event Handler receives an array _this (the exact content of which still has to be documented), of which the first element contains the vehicle (e.g. _this select 0).
init = "[(_this select 0)] exec ""\AnyAddon\AnySqs.sqs""";
initT
Integer: This TokenName is used inside the #Smoke Class
initT = 1000;
initYSpeed
Float: This TokenName is used inside the #Smoke Class
initYSpeed = 1.7;
insideSoundCoef
Float: default 0.5
insideSoundCoef = 0.05;// air vehicels are 2%
interval
Float: This TokenName is used inside the #Smoke Class
interval = 0.01;
irScanGround
Bool: Default true.
Probaly used to stop ai looking down
irScanGround = false; // tanks
irScanRange...
Integer: Default 0
irScanRange = 4000; // outdated (since Resistance) irScanRangeMin = 500; // tanks general irScanRangeMax = 4000; irScanRangeMin = 2000; // air irScanRangeMax = 10000; irScanRangeMin = 4000; // a vulcan irScanRangeMax = 10000;
irScanToEyeFactor
Integer: Default 1
irScanToEyeFactor = 2;//air irScanToEyeFactor = 5;//shilka
irTarget
Bool: Default true.
Used for (some) buildings so that they don't show up on tank radar
irTarget = false; // man
isBicycle
Bool: Default false.
this value inside the motorcycle class is used to turn it on when inheriting to a real bicycle
isMan
Bool: Default true.
isMan = 1;
Defined within the man class
K
killed
killed = "[(_this select 0),1,1,0,0] exec ""\AnyAddon\AnySQS.sqs""";// note the ""
L
ladders
Embedded Array: The ladders array is used to declare one or more ladder pairs inside the model.
ladders[] = { {"start","end" } };// a building with one ladder ladders[] = { {"start1","end1" } , {"start2","end2" } };// two ladder building //...etc
Note that unfortunately, the 'start' and 'end' labels are arbitrary for each model. You cannot have a generic ladder building as such.
laser...
Boolean: Default false
Determines if a vehicle has laser capability.
laserScanner = true; laserTarget = true;// used as a generic class of All {} to default things true
landingAoa
MathFormula String Default 10*3.1415/180
Landing Angle of Approach. Used by plane class
landingAoa = 7*3.1415/180;//Cessna
landingSpeed
Integer: Default 0 Kph.
landingSpeed = 75; // plane vehicles
library
ArmA String: This TokenName is associated with the library class of a vehicle (if any). It is used to give a 'memo' style full screen info on the given object. Example of use:
class Library { libTextDesc = "$STR_LIB_AH1Z"; };
M
magazine
Array: used in TransportMagazines class this specifies the type of ammo in the magazine and the amount.
{ magazine = "30Rnd_556x45_Stanag"; count = "30*1"; }
Each of these couplets are contained within a 'weapon' classname within the magazineS class itself. Example
class TransportMagazines { class _xx_M16 { magazine = M16; count = 30*1; }; class _xx_M60 { ...... }; class _xx_PK { ...... }; ... };
magazines
Variable string Array: default {}
see #weapons for proper description
mapSize
Float: Default Value = 10 (meters).
Used for the map editor to show the icon associated with this model class.
There is no x y component to this, the meaurement units are meters.
To creat a circular, rectangular or other 'non sqaure' image, you need to make a pac file for the icon with, a transparent layer.
mapSize = 0.7; // small object such as a tree mapSize = 4; // a small'ish building
The Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, particularly buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree !!!
Later Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier.
marker
ArmA String : used as a core for all other air craft when looking on map.
marker = "\AnyAddon\AnyP3d.(p3d")";
material
Used in Hit... classes, eg HitTurret HitBody
material = 50;
Related TokenNames: #armor (float), #material, #name, #passThrough
maxT
Integer: This TokenName is used inside the #Smoke Class
maxT = 0;
min/max
String Degrees Math Formula
min = 0; max = 60 / 3.6;
Note for readability, these values are normally expressed as strings which the engine itself will convert.
see Indicator Class
memoryPointExhaust...
memoryPointExhaust = "exhaust_start"; memoryPointExhaustDir = "exhaust_end";
memoryPointGun
memoryPointGun = "machinegun";
memoryPointGunnerOptics
memoryPointGunnerOptics = "gunnerview";
memoryPointGunnerOutOptics
memoryPointGunnerOutOptics = "commander_weapon_view";
memoryPoint...Missile
memoryPointLMissile = "Missile_1"; memoryPointRMissile = "Missile_2";
memoryPoint...Rocket
memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2";
memoryPointsGetIn...
memoryPointsGetInCargo = "pos_cargo"; memoryPointsGetInCoDriver = "pos_codriver"; memoryPointsGetInCommander = "pos_commander"; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInGunner = "pos gunner";
memoryPointsGetIn...Dir
memoryPointsGetInCargoDir = "pos_cargo_dir"; memoryPointsGetInCoDriverDir = "pos_codriver_dir"; memoryPointsGetInCommanderDir = "pos_commander_dir"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsGetInGunnerDir = "pos gunner dir";
memoryPointSupply
memoryPointSupply = "supply";
memoryPointTrack...
memoryPointTrackFLL = "tyreTrack_1_1l"; memoryPointTrackFLR = "tyreTrack_1_1r"; memoryPointTrackBLL = "tyreTrack_1_2l"; memoryPointTrackBLR = "tyreTrack_1_2r"; memoryPointTrackFRL = "tyreTrack_2_1l"; memoryPointTrackFRR = "tyreTrack_2_1r"; memoryPointTrackBRL = "tyreTrack_2_2l"; memoryPointTrackBRR = "tyreTrack_2_2r";
microMimics
String: Man class
This token refers to the class within the external cfgMimics class
microMimics = Micro;
minute
part of the IndicatorWatch class
see #hour
model
String: Default Value= "empty.p3d"
Location in the addon where the p3d model resides.
model = "\AddonName\anyp3d(.p3d)";
Whera a class is not a visible 'object', such as a BaseClass. You can specify
model="";
this cuts down on load and access.
Related TokenName: #simulation, #reversed
moves
String: Default = NoDefaultMoves
applies to the man class and refers to a cfgMoves class
moves = CfgMovesMC; // civilian, in fact, there isn't another
N
...NightLights...
spotableNightLightsOff = 0.05; //default spotableNightLightsOn = 4;//default visibleNightLightsOff = 0.1; //default visibleNightLightsOn = 0.2;//default
name
name = "motor";
Used in Hit... classes, eg HitTurret HitBody
Related TokenNames: #armor (float), #material, #name, #passThrough
nameSound
String: Default value: "Target"
Namesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech "move to 'rock' 3 o'clock' is derived from the nameSound.
nameSound = "rock";
Many different nameSounds can be selected. Here are just a few.
nameSound = crew; nameSound = target; nameSound = tank; nameSound = house;
The actual descriptive text accompanying the 'sound' can be different see #displayName
Typically, a collection of buildings (eg) will be configured as follows
class GenBuilding : NonStrategic { scope=private; // internal use only VehicleClass="Some Editor Group Name"; namesound="house"; }; class YellowBuilding: GenBuilding { scope=public; name="YellowBuilding"; model="Some yellow building.p3d"; };
Related TokenNames #scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
noseDownCoef
Float: Default 1.0 used by Plane class
noseDownCoef = 0.025; // cessna
How much the nose drops when banking.
Note: Not used in ArmA any more
nightVision
Bool: Default false
nightVision=true;
present in lawsoldier, sniper, saboteur, tank, and air crew
Note: obsolete, not used, NVG item is used instead
O
...OpticsColor
Float Array : Default {0,0,0,1};
driverOpticsColor[] = {0,0,0,1}; gunnerOpticsColor[] = {0.910000,0.230000,0.230000,1}; commanderOpticsColor[] = {0.910000,0.230000,0.230000,1};
...OpticsModel
String: Default ""
commanderOpticsModel= "\AnyPbo\AnyP3d(.p3d)"; driverOpticsModel = "\AnyPbo\AnyP3d(.p3d)"; gunnerOpticsModel= "\AnyPbo\AnyP3d(.p3d)";
gunnerOpticsShowCursor
gunnerOpticsShowCursor = true;
P
passThrough
Bool: Default true
passThrough = 1;
Used in Hit... classes, eg HitTurret HitBody
Related TokenNames: #armor (float), #material, #name, #passThrough
picture
String: Default: iaston.paa
I think this is for briefing Information icon click
picture = "\AnyAddon\AnyPAA(.paa)";
"Picture" is used in config.cpp to display the 128 x 64 graphic file of the unit in the HUD and the bottom of the screen while in game. A .pac file can be used also. If using a .pac make your alpha channel pink - RGB 255,0,255. Pink is invisible in .pac file.
position
position = "ohniste"; position = "L svetlo";
See #Reflectors Class, #Light Class
precision
precision = 1; //man precision = 200;// air precision = 50;//boat
preferRoads
Bool: Default false
preferRoads = true; // all vehicles
primary
ArmA Boolean: For models that can have, (but don't necessarily do have) multiple internal objects of the same type (turrets eg). One of them, is declated the main, or primary turret. There may indeed be only one 'turret'. (Note: this entry has been replaced by the primary... entries. Please use those for your turret definitions to ensure maximal compatibility.)
primary = true;
primary...
ArmA Boolean A vehicle can have multiple turrets, but one of them normally is the primary gunner turret and one the primary vehicle commander turret (this can be the same turret or two different turrets, but you cannot have several primary gunner or commander turrets). Please use these entries instead of the more general primary entry.
primaryGunner = false; primaryObserver = true; //Commander
proxyIndex
proxyIndex = 2;
proxyType
proxyType = "CPCommander";
R
...Radius
Represents a circular area (radius in meters from centre of object for action to take place
getInRadius=2.5; //default getInRadius=3.5; // tank getInRadius=10; //ship supplyRadius = 2.5; // for fuel dumps ammo trucks etc
...RotorSpeed
float: Helicopters
mainRotorSpeed = 1.0; // default backRotorSpeed = 1.5; // default // mainRotorSpeed = 1.0; // ch47d backRotorSpeed = -1.0;
...RotorDive
float: Helicopters, Default 0.0
minMainRotorDive = -9; // CH47D maxMainRotorDive = 15; neutralMainRotorDive = -5; minBackRotorDive = -15; maxBackRotorDive = 9; neutralBackRotorDive = -5;
ReloadAnimations Class
General useage in Helicopters, this class is 'looked for' by the engine. Varions models, but normally only one, are specified as follows
class ReloadAnimations { class SomeThingA { ... }; ... class SomeThingZ { ... }; };
here is an example for an Mi24 helicopter
class MachineGun30E { weapon = MachineGun30E; angle0 = 0; angle1 = -2 * 3.141592654; multiplier = 500; type = rotation; animPeriod = 0.500000; selection = gatling; begin = usti hlavne; end = konec hlavne; };
rotL/R
defined within a tank.Wheels class to describe the series of small wheels on each side
rotR[] = {kolL1,kolL2,kolL3,kolL4,kolL5,kolL6,kolL7,kolL8}; rotL[] = {kolP1,kolP2,kolP3,kolP4,kolP5,kolP6,kolP7,kolP8}; upDownL[] = {koloP1,podkoloP1,koloP2,podkoloP2,koloP3,podkoloP3,koloP4,podkoloP4,koloP5,podkoloP5,koloP6,podkoloP6,koloP7,podkoloP7,koloP8,podkoloP8}; upDownR[] = {koloL1,podkoloL1,koloL2,podkoloL2,koloL3,podkoloL3,koloL4,podkoloL4,koloL5,podkoloL5,koloL6,podkoloL6,koloL7,podkoloL7,koloL8,podkoloL8};
reversed
Boolean: Default true
Normally, models ARE reversed with respect to how they present on the screen after editing with tools like oxygen (eg) This overrides the default. See #model
reversed = false; // class thing
rotor...
String: Helicopters
rotorBig = "vrtule_velka"; //cobra rotorBigBlend = "vrtule_velka_bl"; rotorSmall = "vrtule_mala"; rotorSmallBlend= "vrtule_mala_bl";
S
...Sensitivity
Float: Default 1.0 Used by Plane Class
aileronSensitivity = 0.33; // Cessna elevatorSensitivity = 0.1; // Cessna wheelSteeringSensitivity = 1.0; // default
...Simul/Plan
float: in meters
steerAheadSimul = 0.5; //default steerAheadPlan = 0.35;//default steerAheadSimul = 0.2; // man steerAheadPlan = 0.2;
predictTurnSimul = 1.2;//default predictTurnPlan = 1.2;//default predictTurnSimul = 3;// ship predictTurnPlan = 3;
scope
Integer: Default value = private.
scope = public;
Scope in concept is the same as the C++ reserved words of public, protected and private.
Defines normally exist at the top of a well written config.cpp to make meanings clearer.
#define private 0 #define protected 1 #define public 2
The meaning of each is as follows
private:
Only other classes inherit this class. It is not createVehicle'able, nor can the class be accessed via the Mission Editor.
private is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed.
public:
Any classes declared public are CamCreateabale, and selectable via the Editor.
protected:
Identical to public, except the class will not be listed in the mission editor. A very common form of use for this is
class vegetables { scope=protected; VehicleClass="Fruit and Onions"; // a generic group in mission editor displayName="Generic Vegetable"; namesound= whatever; icon= "vegetableIcon.paa"; /// put any other common characteristics in here }; class GreenOnions : vegetables { scope = public; displayName="Green Onion; } class PurpleOnion : vegetables { ....
The effect here is to reduce (considerably) not only the amount of typing, but memory storage too.
It is only the public classes that are listed in the Mission Editor.
So in above example while each one of these has a separate displayName=, they are ALL 'grouped' in the Editor's "Fruit and Onions", and all of them will be referred to in the mission as "Generic Vegetable". If you follow along, you should fully expect to see another protected class called "Generic Fruit"
In the above example, it is just as useful to declare the base class 'private. But, see below, and see #accuracy
Protected classes are CamCreatable in the mission.sqm.
Protected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions. Ie older missions will still be playable, but newly created ones will only 'get at' the newer improvements specified in a public class. This
class OriginalThing { scope=protected; .... // lots of original things .... }; class ImprovedThing : OriginalThing //<<<< inherits it all { scope=public; ... // lots of new improved things ... };
Related TokenNames
#scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
secondaryExplosion
Integer: Default disabled (-1)
secondaryExplosion = -1;
sensitivity
Float: Default 1.0
sensitivity = 0.6; //cars sensitivity = 2;//sniper
sensitivityEar
Float: Default 0.0075
Sets how well can the given unit hear others. The bigger the value, the better the hearing.
sensitivityEar = 0.13;//man
selection
selection = L svetlo;
See #Reflectors Class, #ReloadAnimations Class (Arma Only), #Hatch... Class, #Indicator Class
selection...
selectionBackLights = "light_back"; selectionBrakeLights = "light_brake"; selectionFireAnim = "muzzleflash"; selectionHRotorStill= "mainRotorStatic"; selectionHRotorMove = "mainRotorBlurred"; selectionVRotorStill = "tailRotorStatic"; selectionVRotorMove = "tailRotorBlurred"; selectionFabric = "latka";
shape
Float: This TokenName is used inside the #Light Class
shape = "koulesvetlo";
See #Light Class, #Reflectors Class
showgunneroptics
showgunneroptics = 0;
showWeaponCargo
Boolean:Default ?
showWeaponCargo =true;
Found inside weapon holders (ammo boxes)
sound
String: Used by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves)
sound = "Fire"; sound = Fountain; sound = OwlSfx;
SoundEnvironExt Class
class SoundEnvironExt {
This is a Class used within the man class. Some/ None, or all sections of it can (of course) be over-ridden by inheritance.
The external class CfgManActions accesses the SoundEnvironExt class defined (or inherited) for any 'man' (soldier eg).
External class CfgManActions contains many clauses
soundOverride=fallbody; // eg
for instances of when it wants sounds for that 'action' to take place.
thus, you can define none some or all arrays (within class with your SoundEnvironExt{}) for the following
normalExt[] = normal[] = road[] = rock[] = water[] = gravel[] = sand[] = drygrass[] = grass[] = forest[] = mud[] = wood[] = metal[] = snow[] = hallway[] = fallbody[] = laydown[] = standup[] = crawl[] =
Example
snow[] = { { People\snow_L,0.000032,1 }, { People\snow_R,0.000032,1 }};
snow is a Variable length Sound Array
see sounds[]
Sounds Various
Complex Array:
All the following use
nameOfSound[]= {"\AddonName\AnySound(.wss)",0.000000,1,1};
- 1st parameter: Sound file (path). *.wss is default, *.ogg can be specified.
- 2nd parameter: Change of volume compared to the strongest sound that is audible at the camera's (player's) position. It means that the strongest sound is played on 100% and this sound is played weaker (calculated from dB value, distance, occlude, ...). If this sound is alone in sound scene then it is played on 100% every time.
- 3rd parameter: Speed of playing, 1 = normal speed/time of playing, 2 = 2 times slower, with half lower pitch.
...Sound
flySound[] = {"\AddonName\AnySound.wss",0.000000,1,1}; singSound[] = {"\AddonName\SoundFile.ogg",0.031623,1,1}; scudSound[] = {weapons\rocketflying,316.227783,0.200000}; scudSoundElevate[] = {vehicles\gun_elevate,0.010000,1};
sound...
soundCrash[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};
default values
soundCrash[] = {Vehicles\crash,0.316228,1}; soundDammage[] = {"",1,1}; soundEngine[] = {"",1,1}; soundEnviron[] = {"",1,1}; soundLandCrash[] = {Explosions\intoground,0.316228,1}; soundWaterCrash[] = {Explosions\intowater,0.316228,1}; soundGetIn[] = {Vehicles\get_in,0.000316,1}; soundGetOut[] = {Vehicles\get_out,0.000316,1}; soundServo[] = {Vehicles\gun_elevate,0.010000,0.500000}; soundGear[] = {"\AnyAddon\AnySound(.wss)",0.316228,1}; //no default'
additionalSound[] = {\AnyAddon\AnySound(.wss),0.000000,1}; // man only
sound[]
used by animations
sound[] = {"\anyPbo\AnySound(.wss)",10.000000,1};
side
Integer: Default Value: NEUTRAL.
The side, when declared, sets the 'vehicle' to east, west, resistance, civilian. The effect differs according to the 'vehicle' itself. Eg soldiers, versus hospitals or repair trucks that can only be used by same side, if specifically sided.
Well written missions (and configs) use defines at top of file to make this more legible.
#define NO_SIDE -1 #define EAST 0 // (Russian) #define WEST 1 // (Nato) #define RESISTANCE 2 // Guerilla #define CIVILIAN 3 #define NEUTRAL 4 #define ENEMY 5 #define FRIENDLY 6 #define LOGIC 7
side = EAST;
NEUTRAL is the general case for all objects.
NO_SIDE is used for ambient seagulls and wolves (see #sound). It differs from NEUTRAL in that the engine spends no time looking for interraction with other objects.
simulation
String: Default value: invisible.
The engine behaviour with this #model.
simulation = "SeaGull"; simulation = "thing"; simulation = "fire"; simulation = "flag"; simulation = "house"; simulation = airplane,helicopter,tank // (eg)
Related TokenName: #model
size
Float: This TokenName is used inside the Smoke class and Reflector class
size = 0.1;
part of Reflectors class
source
ArmA String: found in animationSources
source = "reload"; source = "time";
sourceAddress
ArmA String: found in animationSources
sourceAddress = "loop";
sourceSize
Float: This TokenName is used inside the #Light Class
sourceSize = 0.015;
...Speed
Float: In Kph.
minSpeed = -0.5; //range 0->1 maxSpeed = 80; //default maxSpeed = 30; //tractor maxSpeed = 60; //boat
scud...
String: Default ""
scudLaunch = scudlunch.rtm; scudStart = scudstart.rtm; scudModel = scud_strela_proxy; scudModelFire = scud_strela_ohen;
straightDistance
straightDistance = 50;
submerged..
Float: default 0.0
Almost all 'objects' are not submerged. This parameter is used to hide objects such as effects
submerged = -0.5;// thing effect submergeSpeed = 0.25; // positive value makes it go deeper (sound goes quieter)
T
...Turn
Integers Degrees
initTurn = 90; minTurn= -70; maxTurn = 70;
part of any Turret class (tanks eg)
see#gun
TokenNames Embedded
turning
turning = 1;
turnCoef
Float: Default 2.0
turnCoef = 6.0; // truck turnCoef = 9.0; // tractor
terrainCoef
Float: Default 3.0
terrainCoef = 6.0; //skoda
threat
float Array: Default Value {0.700000,0.500000,0.300000};
How threatening you are to unit types {Soft, Armor, Air}, respectively.
The ai for this model selects targets of opportunity, based on these values.
threat[] = {1,0.0500000,0.050000}; // soldier threat[] = {1,0.900000,0.100000}; // law soldier threat[] = {0.900000,0.700000,0.300000};// bmp
Related TokenNames: type , #cost , #threat
timeToLive
Float: Default 10,000,000,000.0; // seconds?
timeToLive = 20;// thing effects (bullets) timeToLive = 100000002004087730000.0;// campfire
See #Smoke Class
transport...
transportAmmo
Integer: Used by supply 'vehicles' to determine total amount avaialable for entire mission. Once depleted...
A 'vehicle' in this case can be a genuine repair truck, or, a building.
transportAmmo = 300000; // reammo truck transportAmmo = 10000000;// bigship
transportFuel = 3000; //refueltruck transportRepair = 200000000; //repairtruck
transportMax...
Integer: default 0
transportMaxMagazines = 50; //car transportMaxWeapons = 10; transportMaxMagazines = 5; // motorcyle transportMaxWeapons = 0; transportMaxMagazines = 50; // tank transportMaxWeapons = 10; transportMaxMagazines = 20; //air transportMaxWeapons = 3; transportMaxMagazines = 100; // boat transportMaxWeapons = 20; transportMaxMagazines = 500; //ship transportMaxWeapons = 200; transportMaxMagazines = 200; // truck transportMaxWeapons = 50; transportMaxMagazines = 100; // apc transportMaxWeapons = 20; transportMaxMagazines = 200; // helicpter transportMaxWeapons = 50; transportMaxWeapons = 500; // ammo boxes transportMaxMagazines = 2000;
Values vary depending on exact tupe of 'boat' eg.
These TokenNames ate used to indicate how many units of each type an object can hold. Most objects can't hold anything.
transportSoldier
Integer: Default Value= 0.
Number of 'passengers' this vehicle can carry. The value does not include the driver, nor any vehicle positions such as gunner (if any) or commander(if any). See the JeepMg below for a 3 person vehicle which can only transport ONE soldier.
transportSoldier = 3; //jeep/car transportSoldier = 50; //large ship transportSoldier = 6to10; //SmallShip transportSoldier = 3; //a10 transportSoldier = 8to12; //helicopters transportSoldier = 2or3; //ambulance transportSoldier = 8; //apc/bmp transportSoldier = 12; //truck transportSoldier = 1; //jeepmg transportSoldier = 1or2; //repair type truck
to make the game 'interesting', similar vehicles on different sides, can carry non equivalent numbers.
transportVehiclesCount
Integer : default 0
transportVehiclesCount = 15; // a Carrier (big ship)
TransportMagazines Class
transportVehiclesMass
Integer: Default 0
transportVehiclesMass = 0; // not used by any model
TransportWeapons Class
turretAxis
turretAxis = OsaVeze;
see #Turret Class
type (threat)
Integer: Default Value: Armored
This indicates the threat type of the 'vehicle'.
In well written configs, the 3 possible values are declared as defines at top of file for legibility
#define VSoft 0 #define VArmor 1 #define VAir 2
type = VAir;
Vehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air
Related TokenNames: type , #cost , #threat
type (animation)
old Unknown: Default Value: rotation
This appears in the ReloadAnimations class
type = rotation;
typicalCargo
Variable String Array:Preloads vehicle with units (if auto)
This array can have zero or more strings.
typicalCargo[] = {"Soldier","Soldier","SoldierLAW","SoldierLAW"};
Note that these are ClassNames of soldiers.
U
...UsesPilotView
Bool: : Default false
gunnerUsesPilotView = false; // some choppers (mi17) commanderUsesPilotView=true;
unitInfoType
unitInfoType = "UnitInfoSoldier";
Certain 'vehicles' hide this information.
see #hideUnitInfo
unloadInCombat
bool: default true
unloadInCombat =false;
All true vehicles will cause ai to disembark when in combat.
upDownL/R
wheels class see #rotL/R
V
vehicleClass
String: Default Value= "Objects"
Used for Mission Editor basic category selection
vehicleClass = "Air"; vehicleClass = "Support"; vehicleClass = "My Great Addon";
Related TokenNames
#scope, #accuracy, #displayName #vehicleClass #nameSound #camouflage
vehicleClass[]
String Array:
vehicleClass[] = {Men,Car,Armored,Air,Support,Camera,Objects,Ammo,Sounds,Mines};
view...Shadow
viewCargoShadow = true; viewGunnerShadow = true;
viewGunnerInExternal
Boolean: default false
viewGunnerInExternal = true; // for some turrets and M113
W
...WaterEffect
Defines the effect that will be spawned at the position of the LandContact points when vehicle is in/on the water.
leftWaterEffect="vbs2_fx_lowWaterEffects"; rightWaterEffect="vbs2_fx_lowWaterEffects";
see #...DustEffect
weapon
weapon = "M197";
Selects a weapon from the CfgWeapons class
weapons
Variable String Array: default {};
Weaopns and Magazines contain individual description of what a 'vehicle' IS carrying.
weapons[] = {"FFARLauncher","TwinM134"};// an aircaft weapons[] = {CarHorn};// truck
weapons[] = {M21,LAWLauncher,Throw,Put}; // soldier magazines[] = {M21,M21,M21,M21,HandGrenade,HandGrenade,LAWLauncher};
The amount of weapons (and magazines) that can be carried by the 'man' is deternmined by #weaponSlots
The names M21, Carhorn etc are external references to the cfgWeapons / cfgMagazines classes
weaponSlots
Weaponslots apply to man class (soldier, civilian, etc)
It indicates the 'gear' capacity.
Soldier: 1 + 4 + 12*256 + 2*4096 + 2 + 8*16; // all soldiers/civilians Medic : 1 + 4 + 8*256 + 2*4096 + 2 + 4*16;
weaponSlots = ;
1 = primary weapon 2 = handgun slot 4 = secondary weapon (launcher) 16 = handgun magazines (8x)(or grenades for M203/GP-25) 256 = magazine slots (12x / 8x for medics) 4096 = goggle slot (2x)
wheelCircumference
Float Default 2.513 meters
wheelCircumference = 8;// tractor
wounds
string Array:
wounds[] = {xicht_a.paa,xicht_a_zranen,...};
this token is used in the man class to show a series of pac/paa files depending on damaged state of the body.