Turret Config Reference

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Template:Stub

Introduction

A

animationSourceBody

String
Description: Creates a new animation source for use with this turrets body in the cfgModels class.

animationSourceBody="mainTurret";

animationSourceGun

String
Description: Creates a new animation source for use with this turrets gun in the cfgModels class.

animationSourceGun="mainGun";

animationSourceHatch

String
Description: Creates a new animation source for use with this turrets gunner hatch in the cfgModels class.

animationSourceHatch="hatchGunner";

B

body

String
Description: The horizontally moving selection of the turret.

body="mainTurret";

C

castGunnerShadow

Boolean
Description: ???

castGunnerShadow=true;

class ViewGunner

class ViewGunner
{
 initAngleX = 5;
 minAngleX = -30;
 maxAngleX = 30;
 initAngleY = 0;
 minAngleY = 0;
 maxAngleY = 0;
 initFov = 0.7;
 minFov = 0.42;
 maxFov = 0.85;
};

class ViewOptics

class ViewOptics
{
 initAngleX = 0;
 minAngleX = -30;
 maxAngleX = 30;
 initAngleY = 0;
 minAngleY = -100;
 maxAngleY = 100;
 initFov = 0.6;
 minFov = 0.6;
 maxFov = 0.6;
};

commanding

Integer
Description: The commanding number defines who is in command of the vehicle. The turret with the highest number will be the vehicles commander. If he dies, the crew of the turret with the nearest smaller number will take over command, etc.

commanding=1;

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="";

gunAxis

String
Description: Axis selectionname in MemoryLOD (for the gun axis, ie mouse up and down input).

gunAxis="OsaHlavne";

gunBeg

String
Description: The name of the barrels front point in the model.

gunBeg="usti hlavne";

gunnerCompartments

String
Description: Only units sharing a compartment can switch seats.

gunnerCompartments="Compartment1";

gunEnd

String
Description: The name of the barrels rear point in the model.

gunEnd="konec hlavne";

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;

gunnerUsesPilotView

Boolean
Description: The gunner will use the View LOD - Pilot if true.

gunnerUsesPilotView=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 driver 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;

maxHorizontalRotSpeed

Float
Description: The maximum horizontal speed of the turret, unit unknown.

maxHorizontalRotSpeed=1.200000;

maxTurn

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

maxTurn=+360;

maxVerticalRotSpeed

Float
Description: The maximum vertical speed of the turret, unit unknown. Bigger value - bigger rotation speed

maxVerticalRotSpeed=1.200000;

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";

memoryPointGun

String
Description: The point in the model where the MG fire of this turret will come from.

memoryPointGun="machineGun";

memoryPointGunnerOptics

String
Description: The point in the model that defines gunner view point.

memoryPointGunnerOptics="gunnerview";

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 and move(!) the turret while turned out.

outGunnerMayFire=1;

P

primaryGunner

Boolean
Description: True if this turret is used by the primary gunner, false else. (!ATT! There can be only ONE primary gunner on a vehicle, else you might get CTD often! If you want to addMagazine smth then it will be ALWAYS on the primaryGunner weapons ONLY!).

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

selectionFireAnim

String
Description:

selectionFireAnim="";

showgunneroptics

Boolean
Description: ???

showgunneroptics=true;

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;

T

turretAxis

String
Description: Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input).

turretAxis="OsaVeze";

V

viewGunnerInExternal

Boolean
Description: View gunner in external.

viewGunnerInExternal=1;

W

weapons[]

Array
Description: An array made of all weapons this turret is armed with.

weapons[]={"BWMod_L55","BWMod_MG3_veh"};