Config Properties Megalist

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Revision as of 20:02, 14 October 2014 by Olds (talk | contribs) (→‎caliber)
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Intro

Arma 3 documentation is scattered to the 4 winds, and this applies to config file properties as much as anything. This is an attempt to make a single master list of properties with links to [sources]. Yes, there are other partial lists but they have problems: obsolete information, and no links to their sources. So rather than rummage and re-order everyone else's lists, I'm going to add my own in the hopes that it serves as a comprehensive resource (by Arma standards!).

(This list was compiled in Fall of 2014, and should be up-to-date as of that point.~Olds.)

How Do Configs Work?

All configs get merged into one big config in memory when the game starts. Where duplicates exist, which config takes precedence depends on load order - the last config loaded "wins" by overwriting any previous value(s). Load order is determined by mod folder order, PBO name, but most importantly/properly by the "requiredAddons" section of the CfgPatches class.

Weapons

For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes.

CfgAmmo

Projectile-specific properties

airFriction

How much the projectile slows down as it travels through air. (Seems to be equivalent to Bird-Livingston's "ballistic K factor" * 0.0000001).[A, B]

airLock

caliber

[float>=0]. Penetrative power of a projectile based on speed. (A value of 1 is standardized as 15mm of RHA penetration at 1000m/s.) The formula for mm of penetration is: (projectile speed / 1000)x(caliber)x(bulletPenetrability of the target BISURF). So higher = more penetration. Restating the formula: caliber = (mm penetration @speedX)*1000 / (bulletPenetrability * speedX). <!>Adding caliber values to missile or rockets results is bugged and results in missiles flying through targets.[A]

canLock

cost

deflecting

explosive

hit

indirectHit

initTime

irLock

laserLock

manualControl

manuevrability

maxControlRange

maxRange

maxRangeProbab

maxSpeed

minRange

minRangeProbab

midRange

midRangeProbab

muzzle velocity

Tricked you! Muzzle velocity for a projectile is defined in the CfgMagazines class and it's called "initSpeed".

thrustTime

thrust

timeToLive

typicalspeed

nvgOnly

visibleFire

visibleFireTime

CfgMagazines

Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.

initSpeed

tbd

CfgWeapons

Gun/launcher-specific properties.

autoFire

ballisticsComputer

canLock

dispersion

[float>=0]. Weapon's dispersion in radians (1 angular milliradian = 0.001 dispersion, 1 MOA = 0.000290888 dispersion)

weaponLockSystem

Vehicles

tbd

CfgVehicles

armor

armorStructural

damageResistance

hiddenSelections[]

discreteDistance[]

discreteDistanceInitIndex

gunnerOpticsModel

gunnerOutOpticsModel

gunnerOpticsEffect[]

gunnerHasFlares

inGunnerMayFire

lockDetectionSystem

magazines[]

outGunnerMayFire

radarType

secondaryExplosion

thermalMode[]

viewGunnerInExternal

visionmode[]

xxxFov

weapons[]

HitPoints classes

armor

depends

explosionShielding

material

minimalHit

name

passThrough

radius

visual

HitHull

HitFuel

HitTrack

HitWheel

HitAmmo

HitEngine

HitAvionics

HitVRotor

HitHRotor