CfgMoves Config Reference
Introduction
A
access
Integer
Description: See CfgVehicles_Config_Reference#access
access = 3;
actions
String
Description:
actions = "SitActions";
aiming
String
Description:
aiming = "aimingPistol";
aimingDefault[]
Array
Description:
aimingDefault[] = {};
aimingNo[]
Array
Description:
aimingNo[] = {};
aimPrecision
Float
Description:
aimPrecision = 0.3;
B
binocOff
String
Description:
binocOff = "AmovPpneMstpSrasWrflDnon";
binocOn
String
Description:
binocOn = "AwopPpneMstpSoptWbinDnon_rfl";
boundingSphere
Float
Description:
boundingSphere = 1.5;
C
CanNotMove
String
Description:
CanNotMove = "AmovPpneMstpSrasWrflDnon";
canPullTrigger
Boolean
Description:
canPullTrigger = 1;
Civil
String
Description:
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying
String
Description:
CivilLying = "AmovPpneMstpSnonWnonDnon";
collisionGeomCompPattern[]
Array
Description:
collisionGeomCompPattern[] = {1,3,6};
collisionShape
String
Description:
collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Sstanistat_safe_geom.p3d";
collisionShapeSafe
String
Description:
collisionShapeSafe = "ca\Anims\Characters\data\Geom\Sdr\sbeh45l_safe_geom.p3d";
collisionVertexPattern[]
Array
Description:
collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","1c","2c"};
Combat
String
Description:
Combat = "AmovPknlMstpSrasWrflDnon";
connectAs
Float
Description:
connectAs = "";
connectFrom[]
Array
Description:
connectFrom[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};
connectTo[]
Array
Description:
connectTo[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};
Crouch
String
Description:
Crouch = "AmovPknlMstpSnonWnonDnon";
D
default
String
Description:
default = "LadderRifleStatic";
die
String
Description:
die = "DeadState";
disableWeapons
Boolean
Description:
disableWeapons = 1;
disableWeaponsLong
Boolean
Description:
disableWeaponsLong = 1;
down
String
Description:
down = "LadderRifleDownLoop";
duty
Float
Description:
duty = -1;
E
enableAutoActions
Boolean
Description:
enableAutoActions = 1;
enableBinocular
Boolean
Description:
enableBinocular = 1;
enableMissile
Boolean
Description:
enableMissile = 1;
enableOptics
Boolean
Description:
enableOptics = 1;
equivalentTo
String
Description:
equivalentTo = "AmovPsitMstpSlowWrflDnon";
EvasiveBack
String
Description:
EvasiveBack = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb";
EvasiveForward
String
Description:
EvasiveForward = "AmovPercMevaSlowWlnrDf";
EvasiveLeft
String
Description:
EvasiveLeft = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl";
EvasiveRight
String
Description:
EvasiveRight = "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr";
F
fastB
String
Description:
fastB = "AswmPercMstpSnonWnonDnon";
fastF
String
Description:
fastF = "AswmPercMsprSnonWnonDf";
fastL
String
Description:
fastL = "AswmPercMstpSnonWnonDnon";
fastLB
String
Description:
fastLB = "AswmPercMstpSnonWnonDnon";
fastLF
String
Description:
fastLF = "AswmPercMsprSnonWnonDf";
fastR
String
Description:
fastR = "AswmPercMstpSnonWnonDnon";
fastRB
String
Description:
fastRB = "AswmPercMstpSnonWnonDnon";
fastRF
String
Description:
fastRF = "AswmPercMsprSnonWnonDf";
file
String
Description:
file = "\ca\Anims\Characters\data\Anim\Wmn\cts\erc\stp\non\non\ActsPercMstpSnonWnonDnon_MarianQ_shot5.rtm";
FireNotPossible
String
Description:
FireNotPossible = "AmovPpneMstpSrasWrflDnon";
G
getInCar
String
Description:
getInCar = "AmovPknlMstpSrasWrflDnon";
GetInHigh
String
Description:
GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";
GetInLow
String
Description:
GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";
GetInMedium
String
Description:
GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";
getInTank
String
Description:
getInTank = "AmovPknlMstpSrasWrflDnon";
getOutCar
String
Description:
getOutCar = "AmovPknlMstpSrasWrflDnon";
GetOutHigh
String
Description:
GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh";
GetOutLow
String
Description:
GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow";
GetOutMedium
String
Description:
GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium";
getOutTank
String
Description:
getOutTank = "AmovPknlMstpSrasWrflDnon";
H
handGunOn
String
Description:
handGunOn = "AmovPpneMstpSrasWrflDnon";
hasCollShapeSafe
Boolean
Description:
hasCollShapeSafe = 0;
head
String
Description:
head = "headNo";
headDefault[]
Array
Description:
headDefault[] = {};
headNo[]
Array
Description:
headNo[] = {};
I
interpolateFrom[]
Array
Description:
interpolateFrom[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};
interpolateTo[]
Array
Description:
interpolateTo[] = {"AinvPknlMstpSlayWrflDnon",0.01,"AinvPknlMstpSlayWrflDnon_1",0.01,"AinvPknlMstpSnonWnonDnon_1",0.01,"AinvPknlMstpSnonWnonDnon_2",0.01,"AinvPknlMstpSnonWnonDnon_3",0.01,"AinvPknlMstpSnonWnonDnon_4",0.01,"AdthPknlMstpSnonWnonDnon_inventory",0.1};
interpolateWith[]
Array
Description:
interpolateWith[] = {"BasicDriver",0.02};
interpolationRestart
Boolean
Description:
interpolationRestart = 0;
interpolationSpeed
Float
Description:
interpolationSpeed = 6;
J
JumpOff
Float
Description:
JumpOff = "";
K
L
ladderOff
String
Description:
ladderOff = "AmovPercMstpSnonWnonDnon";
ladderOffBottom
String
Description:
ladderOffBottom = "LadderRifleDownOff";
ladderOffTop
String
Description:
ladderOffTop = "LadderRifleTopOff";
ladderOnDown
String
Description:
ladderOnDown = "LadderRifleOn";
ladderOnUp
String
Description:
ladderOnUp = "LadderRifleOn";
leaning
String
Description:
leaning = "aimingLying";
leaningCorrectionAngleBeg
Float
Description:
leaningCorrectionAngleBeg = 0;
leaningFactorBeg
Float
Description:
leaningFactorBeg = 0.75;
leaningFactorEnd
Float
Description:
leaningFactorEnd = 0.75;
leaningFactorZeroPoint
Float
Description:
leaningFactorZeroPoint = -1;
leanLRot
Float
Description:
leanLRot = 0.57;
leanLShift
Float
Description:
leanLShift = 0.07;
leanRRot
Float
Description:
leanRRot = 0.57;
leanRShift
Float
Description:
leanRShift = 0.01;
leftHandIKBeg
Boolean
Description:
leftHandIKBeg = 0;
leftHandIKEnd
Boolean
Description:
leftHandIKEnd = 0;
legs
String
Description:
legs = "legsLyingAiming";
legsDefault[]
Array
Description:
legsDefault[] = {};
legsNo[]
Array
Description:
legsNo[] = {};
limitFast
Float
Description:
limitFast = 5.5;
limitGunMovement
Boolean
Description:
limitGunMovement = 1;
looped
Boolean
Description:
looped = 1;
Lying
String
Description:
Lying = "AmovPpneMstpSnonWnonDnon";
M
medic
String
Description:
medic = "AinvPknlMstpSlayWrflDnon_medic";
N
O
onLadder
Boolean
Description:
onLadder = 1;
onLandBeg
Boolean
Description:
onLandBeg = 1;
onLandEnd
Boolean
Description:
onLandEnd = 1;
P
PlayerCrouch
String
Description:
PlayerCrouch = "AmovPknlMstpSrasWlnrDnon";
PlayerProne
String
Description:
PlayerProne = "AmovPpneMstpSnonWnonDnon";
PlayerStand
String
Description:
PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";
predictSpeedCoef
Float
Description:
predictSpeedCoef = 1;
preload
Boolean
Description:
preload = 1;
primaryActionMaps[]
Array
Description:
primaryActionMaps[] = {"DeadActions","LauncherKneelActions","BinocProneRflActions","BinocProneCivilActions","RifleProneActions","PistolProneActions","RifleKneelActions","PistolKneelActions","RifleStandActions","PistolStandActions","RifleLowStandActions","SwimmingActions","CivilStandActions","BinocKneelRflActions","BinocStandRflActions"};
putDown
String
Description:
putDown = "AmovPpneMstpSrasWrflDnon";
PutDownEnd
Float
Description:
PutDownEnd = "";
Q
R
reloadAT
String
Description:
reloadAT = "LauncherReloadKneel";
reloadMagazine
String
Description:
reloadMagazine = "WeaponMagazineReloadStand";
reloadMGun
String
Description:
reloadMGun = "AmovPpneMstpSrasWrflDnon";
reloadMortar
String
Description:
reloadMortar = "AmovPpneMstpSrasWrflDnon";
relSpeedMax
Float
Description:
relSpeedMax = 0.6;
relSpeedMin
Float
Description:
relSpeedMin = 0.5;
rightHandIKBeg
Boolean
Description:
rightHandIKBeg = 1;
rightHandIKEnd
Boolean
Description:
rightHandIKEnd = 1;
S
salute
String
Description:
salute = "AmovPercMstpSlowWrflDnon";
showHandGun
Boolean
Description:
showHandGun = 1;
showItemInHand
Boolean
Description:
showItemInHand = 1;
showItemInRightHand
Boolean
Description:
showItemInRightHand = 0;
showWeaponAim
Boolean
Description:
showWeaponAim = 1;
sitDown
String
Description:
sitDown = "AmovPsitMstpSnonWpstDnon_ground";
skeletonName
String
Description:
skeletonName = "OFP2_ManSkeleton";
slowB
String
Description:
slowB = "AmovPercMrunSlowWlnrDb";
slowF
String
Description:
slowF = "AmovPercMevaSlowWlnrDf";
slowL
String
Description:
slowL = "AmovPercMrunSlowWlnrDl";
slowLB
String
Description:
slowLB = "AmovPercMrunSlowWlnrDbl";
slowLF
String
Description:
slowLF = "AmovPercMrunSlowWlnrDfl";
slowR
String
Description:
slowR = "AmovPercMrunSlowWlnrDr";
slowRB
String
Description:
slowRB = "AmovPercMrunSlowWlnrDbr";
slowRF
String
Description:
slowRF = "AswmPercMrunSnonWnonDf";
soundEdge1
Float
Description:
soundEdge1 = 0.45;
soundEdge2
Float
Description:
soundEdge2 = 1;
soundEnabled
Boolean
Description:
soundEnabled = 1;
soundOverride
String
Description:
soundOverride = "bodyfall";
speed
Float
Description:
speed = 0.00833333;
Stand
String
Description:
Stand = "AmovPknlMstpSrasWrflDnon";
startSwim
String
Description:
startSwim = "AswmPercMrunSnonWnonDf";
stop
String
Description:
stop = "AinvPknlMstpSlayWrflDnon";
stop
String
Description:
stop = "AwopPercMstpSoptWbinDnon_non";
StopRelaxed
String
Description:
StopRelaxed = "AidlPercMstpSlowWrflDnon01";
stopSwim
String
Description:
stopSwim = "AmovPercMstpSnonWnonDnon";
StrokeFist
Float
Description:
StrokeFist = "";
strokeGun
String
Description:
strokeGun = "AmovPercMstpSnonWnonDnon";
T
takeFlag
String
Description:
takeFlag = "AinvPknlMstpSlayWrflDnon";
terminal
Boolean
Description:
terminal = 1;
TestDriver
String
Description:
TestDriver = "BasicDriver";
TestDriverOut
String
Description:
TestDriverOut = "BasicDriverOut";
TestGunner
String
Description:
TestGunner = "BasicSittingGunner";
throwGrenade
String
Description:
throwGrenade = "AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow";
transitionsDisabled[]
Array
Description:
transitionsDisabled[] = {};
transitionsInterpolated[]
Array
Description:
transitionsInterpolated[] = {};
transitionsSimple[]
Array
Description:
transitionsSimple[] = {};
treated
String
Description:
treated = "AinvPknlMstpSlayWrflDnon_healed";
turnL
String
Description:
turnL = "AmovPercMstpSlowWrflDnon_turnL";
turnLRelaxed
String
Description:
turnLRelaxed = "AmovPercMstpSlowWrflDnon_turnL";
turnR
String
Description:
turnR = "AmovPpneMstpSrasWrflDnon_turnR";
turnRRelaxed
String
Description:
turnRRelaxed = "AmovPpneMstpSrasWrflDnon_turnR";
turnSpeed
Float
Description:
turnSpeed = 0.1;
U
untiltWeapon
String
Description:
untiltWeapon = "untiltWeaponDefault";
untiltWeaponDefault[]
Array
Description:
untiltWeaponDefault[] = {};
up
String
Description:
up = "AmovPercMstpSnonWnonDnon";
upDegree
String
Description:
upDegree = "ManPosBinoc";
useFastMove
Boolean
Description:
useFastMove = 1;
V
variantAfter[]
Array
Description:
variantAfter[] = {20,40,100};
variantsAI[]
Array
Description:
variantsAI[] = {"AidlPpneMstpSrasWrflDnon0S",0.7,"AidlPpneMstpSrasWrflDnon01",0.1,"AidlPpneMstpSrasWrflDnon02",0.1,"AidlPpneMstpSrasWrflDnon03",0.1};
variantsPlayer[]
Array
Description:
variantsPlayer[] = {"AdthPercMrunSlowWlnrDf_1",0.5,"AdthPercMrunSlowWlnrDf_2",0.5};
visibleSize
Float
Description:
visibleSize = 0.25;
W
walkB
String
Description:
walkB = "AmovPercMwlkSlowWrflDb";
walkF
String
Description:
walkF = "AmovPercMevaSlowWlnrDf";
walkL
String
Description:
walkL = "AmovPercMwlkSlowWrflDl";
walkLB
String
Description:
walkLB = "AmovPercMwlkSlowWrflDbl";
walkLF
String
Description:
walkLF = "AswmPercMwlkSnonWnonDf";
walkR
String
Description:
walkR = "AmovPpneMrunSnonWnonDr";
walkR
String
Description:
walkR = "AswmPercMstpSnonWnonDnon";
walkRB
String
Description:
walkRB = "AmovPercMwlkSlowWrflDbr";
walkRF
String
Description:
walkRF = "AmovPercMwlkSlowWrflDfr";
weaponOff
String
Description:
weaponOff = "AmovPercMstpSnonWnonDnon";
weaponOn
String
Description:
weaponOn = "AmovPknlMstpSrasWlnrDnon";
X
Y
Z
Namespace of anim classes and files
A...P...M...S...W...D[_A...P...M...S...W...D][_Comment]
A: Description of the animation type, ie: mov for movement, cts for cutscene
P: Stance: erc for erected, knl for kneel, pne for prone
M: Speed of animation: stp for stopped, wlk for walk, run for runnin, eva for evasive
S: Weapon holding: low for lowered, ras for raised
W: Weapon: non for unarmed, pst for pistol, lnr for launcher, rfl for rifle.
D: Direction of movement: non for no direction, f for forward, etc.
If there is a second movement definition named [_A...P...M...S...W...D] after the first one, the animation is a transition from the first animation to the second.
[_Comment]: additional comments, if required
Example:
AmovPpneMstpSnonWnonDnon
means: Movement - Prone - Stopped - civil (no weapon) - no direction (due to being static)