CfgVehicles Config Reference

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Revision as of 12:03, 15 October 2011 by .kju (talk | contribs) (Added info about envelope by RKSL-Rock)
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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

ArmA Boolean : Default false.

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

ArmA Float: metres per second

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...

ArmA String

   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...

Float:

// 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;
 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. The bigger value, the better the unit is heard.

see #camouflage

autocenter

bool: Default true

    autocenter = false; // man

axis

String:

axis = osa_poklop_driver;

see #Indicator... Class Or #Hatch... Class, IndicatorWatch Class


B

body

String:

   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

Float:

   brightness = 1.0;

See #Reflectors Class, #Light Class, #CargoLight Class



C

...CanSee

Integer

Used to describe which sensory inputs are available to which crew members.

Numeric value CanSee.. define Description
1 Radar Enables top left radar (OA) for a vehicle (top center in arma and OFP).
2 Eye Effect unknown - maybe affects AI capabilities?
4 Optics Effect unknown - maybe affects AI capabilities?
8 Ear Effect unknown - maybe affects AI capabilities?
16 Compass Enables top center compass bar and digital compass in A2/OA.
32 Peripheral Enables small colored blobs at the edge of the screen that indicate nearby units.

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
 #define CanSeeRadar 1
 #define CanSeeEye 2
 #define CanSeeOptics 4
 #define CanSeeEar 8
 #define CanSeeCompass 16
 #define CanSeeAll 31
 #define CanSeePeripheral 32
 #define CanSeeRadarC CanSeeRadar+CanSeeCompass
 commanderCanSee = CanSeeAll;
 gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass;
 driverCanSee = CanSeeEye+CanSeeEar+CanSeeCompass;

...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

Arma Integer:

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

see #Embedded ClassNames

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...

Float:

 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...

Float:

damperSize = 0.1;// default
damperForce = 3; //default

deltaT

Float

 deltaT = -500;

See #Smoke Class

density

Float

  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

string:

   direction = "konec L svetla";

see #Reflectors Class

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

  1. All names and labels are in one place instead of hunting for them.
  2. 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

ArmA String:

 displayNameShort = "$STR_DN_UH60";



driverIsCommander

Bool : Default false.

driverIsCommander = true;

For boat, MG Jeep and helicopters


see #has...

driverForceOptics

ArmA Bool

  driverForceOptics = true;


...DustEffect

String

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

see #Embedded ClassNames

enableSweep

Bool: Default true. Used by Helicopter class

 enableSweep = false; //UH60MG

Is sweeping over the target a valid technique for given helicopter?

envelope

ArmA Float Array

  /// 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
  };

Info by RKSL-Rock:

The top speed is set via the mass. So you will need MLODs to alter it. So it is the same issue as the original OP.

The config maxspeed value is only really used by the AI and the engine as a base variable in some calculations.

You can change the acceleration though by using the envelope command. This will change the vertical speed relative to the maxspeed in the config in steps of 10% of the stated max speed.

This is the envelope from the RKSL Lynx AH7: 
 envelope[] = {1.7,2.50,3.50,4.50,5.50,5.50,5.15 ,5.15,5.15,5.15,4.15 ,3.15,2.15,2.15,1.15};

There are normally 15 values representing the verical lift in m/s at 10% steps from 0 to 140% of the max speed.

So, if the max speed is 500 and the first value is always 0: 
 2nd value = 50kph and 2.5 m/s vertical speed
 3rd value = 100kph and 3.5 m/s vertical speed
 ...
 11th value = 500kph and 4.15 m/s vertical speed
 ...
 15th value = 700kph and 1.15 m/s verical speed.

You wont affect the top speed but it will make it easier to handle.

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;

Minimal time spent firing on single target.

fired

ArmA String: Event Handlers

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. Is used to make the weaponholder disappear when empty.

formation...

Integer:

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

Float

 fov = 0.85; // cessna
 fov = 0.85; // man
 fov = 1.0; // truck

...Fov

Float

 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[]

Array

 gearbox[] = {-18, 0, 110, 16.15, 14.44, 13.33};

unknown

gearRetracting

Bool: Default true

 gearRetracting = false; // cessna

more correctly viewed as HasRetractingGear.

gun

String:

gun = OtocHlaven;

see #Turret Class

gunAimDown

ArmA Float

 gunAimDown = 0.07;

gunAxis

gunBeg

gunEnd

see#Turret Class

gunnerHasFlares

ArmA Boolean

  gunnerHasFlares = false;

gunnerName

ArmA String

   gunnerName = "$STR_POSITION_CREWCHIEF";

gunnerOutOptics...

ArmA String

     gunnerOutOpticsModel = "";

Array

     gunnerOutOpticsColor[] = {0,0,0,1};

Boolean

     gunnerOutForceOptics = false;

Boolean

     gunnerOutOpticsShowCursor = false;

H

...Height

ArmA Integer:

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.

see #driverIsCommander

...HeadTurnAI

Integer Degrees

 minHeadTurnAI = -70;// man class
 maxHeadTurnAI = 70;

hiddenSelections

String Array: Default none.

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. Only 10 elements are allowed in the array and are numbered 0-9.

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...

Bool

hideProxyInCombat =    false;// default (true for tanks)
hideUnitInfo =         false;// default see #unitInfoType
hideWeaponsCargo =     false;// default
hideWeaponsCommander=  true; // default
hideWeaponsDriver =    true; // default
hideWeaponsGunner =    true; // default

hitpoint

String:

   hitpoint = "L svetlo";

See #Reflectors Class

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

ArmA String: Event Handlers

  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

Integer:

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...

ArmA String:

memoryPointExhaust = "exhaust_start";
memoryPointExhaustDir = "exhaust_end";

memoryPointGun

ArmA String:

   memoryPointGun = "machinegun";

memoryPointGunnerOptics

ArmA String

   memoryPointGunnerOptics = "gunnerview";

memoryPointGunnerOutOptics

ArmA String

     memoryPointGunnerOutOptics = "commander_weapon_view";

memoryPoint...Missile

ArmA String:

   memoryPointLMissile = "Missile_1";
   memoryPointRMissile = "Missile_2";

memoryPoint...Rocket

ArmA String:

   memoryPointLRocket = "Rocket_1";
   memoryPointRRocket = "Rocket_2";

memoryPointsGetIn...

ArmA String:

   memoryPointsGetInCargo = "pos_cargo";
   memoryPointsGetInCoDriver = "pos_codriver";
   memoryPointsGetInCommander = "pos_commander";
   memoryPointsGetInDriver = "pos_driver";
   memoryPointsGetInGunner = "pos gunner";

memoryPointsGetIn...Dir

ArmA String:

   memoryPointsGetInCargoDir = "pos_cargo_dir";
   memoryPointsGetInCoDriverDir = "pos_codriver_dir";
   memoryPointsGetInCommanderDir = "pos_commander_dir";
   memoryPointsGetInDriverDir = "pos_driver_dir";
   memoryPointsGetInGunnerDir = "pos gunner dir";

memoryPointSupply

ArmA String:

 memoryPointSupply = "supply";

memoryPointTrack...

ArmA String:

 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...

Float:

 spotableNightLightsOff = 0.05; //default
 spotableNightLightsOn = 4;//default
  visibleNightLightsOff = 0.1; //default
 visibleNightLightsOn = 0.2;//default

name

String:

  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

Bool

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

String:

  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

ArmA Integer

   proxyIndex = 2;

proxyType

ArmA String

     proxyType = "CPCommander";




R

...Radius

Float:

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

String:

   selection = L svetlo;

See #Reflectors Class, #ReloadAnimations Class (Arma Only), #Hatch... Class, #Indicator Class

selection...

ArmA String:

 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

ArmA Boolean:

 showgunneroptics = 0;

showWeaponCargo

Boolean:Default ?

 showWeaponCargo =true;

Found inside weapon holders (ammo boxes)
OFP: If it's set to true player won't be able to put weapons/magazines to container.


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

ArmA INTEGER:

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

see #Embedded ClassNames

turning

ArmA Boolean: (i think)

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

String:

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

String

 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

ArmA Boolean:

  viewCargoShadow = true;
  viewGunnerShadow = true;

viewGunnerInExternal

Boolean: default false

   viewGunnerInExternal = true; // for some turrets and M113


W

...WaterEffect

String

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

String:

   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

Integer:

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)
131072 = ?

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.