CfgWorlds Config Reference – Arma 3

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This reference page was created for Arma 3 v1.66+, some fields may not exist in prior games and versions.

A

class AmbientA3

class AmbientA3
{
	maxCost = 500; // max. cost of all animals spawned by the ambient system

	class Main_spawn_circle_name
	{
		areaSpawnRadius = 440.0;	// radius of the main spawn circle, testing circles are placed on this radius
		areaMaxRadius = 500.0;		// radius where animals are removed
		spawnCircleRadius = 30.0;	// radius of testing circles
		spawnInterval = 4.7;		// how often is the creation process started in seconds

		class Species
		{
			class Animal_config_class	// class of animal from CfgVehicles
			{
				maxCircleCount = 5;		// expression - max. number of a given kind in testing circle
				maxWorldCount = 8;		// max. number of animals on map
				cost = 3;				// cost of animal
				spawnCount = 1;			// how many animals should be spawned at once
				groupSpawnRadius = 10;	// radius for spawning of animal group
				maxAlt = 200;			// if defined, an animal can be created only if [camera height above/under water/ground] < maxAlt
				minAlt = -10;			// if defined, an animal can be created only if [camera height above/under water/ground] > minAlt
			};
		};
	};
};

For more information visit the Ambient Animals System Page

class AnomalyPars

class AnomalyPars
{
	// outer model (should be sphere with radius of 1 and normals directed outwards)
	outerModel = ""; /// path should be defined in data
	// inner model (should be sphere with radius of 1 and normals directed inwards)
	innerModel = ""; /// path should be defined in data
	// scale of refraction (R, G, B - you can use different values to achieve abberation effect)
	refractScale[] = {0.04, 0.03, 0.05};
	// animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)
	timeScale[] = {0.03, 0.03, 0.0};
	// distance (in meters) from the anomaly boundary, where the postprocess effect should be used (0 = no postprocess)
	postProcessDistance = 3.0;
};

aroundSunCoefExponent

Arma 3 logo black.png1.60 Float: Modifiers of around sun coefficient for pixel shader computations.

// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefExponent = "12.0f"; //value used by BI in all A3 terrains

aroundSunCoefMultiplier

Arma 3 logo black.png1.60 Float: Modifiers of around sun coefficient for pixel shader computations.

// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains

author

String: Defines the author of the world, which is shown in the loading screen

author = "$STR_A3_Bohemia_Interactive"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry

C

causticsBrightnessCoef

Float: Brightness coefficient

aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains

causticsDepthFadeCoef

Float: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...

causticsDepthFadeCoef = "0.05f"; //value used by Tanoa

causticsDepthLimit

Float: Depth limit (under water) for caustics drawing (in m)

causticsDepthLimit = "80.0f"; //value used by Tanoa

causticsDistanceLimit

Float: Distance limit for caustics drawing (in m)

causticsDistanceLimit = "200.0f"; //value used by Tanoa

causticsEnabled

Integer: Enable/disable caustics

causticsEnabled = 1; //value used by Tanoa

causticsTexture

String: Caustics texture path

causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; //value used by Tanoa

causticsTextureArea

Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth

causticsTextureArea = "2.0f"; //value used by Tanoa

causticsTextureAreaDeep

Float: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth causticsDepthLimit(causticsDepthLimit)

causticsTextureAreaDeep = "156.0f"; //value used by Tanoa

causticsTextureChangeInterval

Float: Interval of texture change (in s)

causticsTextureChangeInterval = "0.04f"; //value used by Tanoa

causticsTextureCount

Integer: Number of caustics textures

causticsTextureCount = 32; //value used by Tanoa

causticsTextureDepthGranularity

Float: Distance (in meters) over which we interpolate two caustics textures (in different depth)

causticsTextureDepthGranularity = "2.5f"; //value used by Tanoa

causticsTextureMask

String: Caustics texture mask path

causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; //value used by Tanoa

causticsTextureNumRows

Integer: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)

causticsTextureNumRows = 4; //value used by Tanoa

centerPosition[]

Array: Default center position

centerPosition[] = {7228, 6987, 0}; //value used by Tanoa

clouds[]

Array:

clouds[] = {"A3\data_f\mrak1.p3d", "A3\data_f\mrak2.p3d", "A3\data_f\mrak3.p3d", "A3\data_f\mrak4.p3d"}; //value used by Tanoa

class clutter

class clutter
{
	class YourClutterName : DefaultClutter
	{
		// Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)
		affectedByWind = 0;
		// Path to your clutter model
		model = "path\to\your\clutter.p3d";
		// If colored by the ground, desired color relative to the ground
		relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs
		// Maximal scale for random clutter scaling
		scaleMax = 1.0;
		// Minimal scale for random clutter scaling
		scaleMin = 0.5;
		// Use default lighting (0 = disable, 1 = enable). This should be enabled if your clutter uses the "Grass" pixel or vertex shader, otherwise it should be disabled
		swLighting = 1;
	};
};

clutterColoringFarCoef

Float: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)

clutterColoringFarCoef = "5.0f"; //value used by Tanoa

clutterColoringFarSpeed

Float: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)

clutterColoringFarSpeed = "2.0f"; //value used by Tanoa

clutterColoringFarStart

Float: Distance (in m) when clutterColoringFarCoef when we start to interpolate to clutterColoringFarCoef

clutterColoringFarStart = "20.0f"; //value used by Tanoa

clutterDist

Integer: How far clutter is visible

clutterDist = 100; //value used by Tanoa

clutterGrid

Integer: Controls density of clutters (size of square where single clutter is present)

clutterGrid = 0.8; //value used by Tanoa

clutterRadius

Integer: Maximal size of clutters (for clipping)

clutterRadius = 1; //value used by Tanoa

clutterRoadwayCheckRadiusCoef

Float: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)

clutterRoadwayCheckRadiusCoef = "0.8f"; //value used by Tanoa

cutscenes[]

Array:

cutscenes[] = {"Tanoa_intro1"}; //value used by Tanoa

D

description

String: Name of the terrain

description = "$STR_A3_CFGWORLDS_TANOA0"; //value used by Tanoa, corresponds to a stringtable entry

class DOFPars

Parameters for depth of field

class DOFPars
{
	// standard dof parameters
	focusDistance = 25.0;
	blur = 1.0;
	farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)

	// underwater dof parameters (no goggles)
	focusDistanceWater = 1.0;
	blurWater = 1.3;
	farOnlyWater = 1; //blur only far objects? (0 = disable, 1 = enable)

	// underwater dof parameters (with goggles)
	focusDistanceWaterGoggles = 4.0;
	blurWaterGoggles = 1.0;
	farOnlyWaterGoggles = 1; //blur only far objects? (0 = disable, 1 = enable)
};

drawTaxiway

Integer:

drawTaxiway = 0; //value used by Tanoa

dynLightMinBrightnessAbsolute

Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.

dynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa

dynLightMinBrightnessAmbientCoef

Integer: These constants are used to determine the radius of dynamic lights. Radius is computed based on minimal brightness. Minimal brightness is computed: max(dynLightMinBrightnessAbsolute, sceneAmbient * dynLightMinBrightnessAmbientCoef) where sceneAmbient is current brightness of scene ambient light.

dynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa

E

elevationOffset

Float:

elevationOffset = 0; //value used by Tanoa

enableBloodSplashes

Integer: Enable blood splashes

enableBloodSplashes = 1; //value used by Tanoa

enableFootsteps

Integer: Enable footsteps

enableFootsteps = 1; //value used by Tanoa

enableTracks

Integer: Enable vehicle tracks

enableTracks = 1; //value used by Tanoa

class EnvMaps

class EnvMaps
{
	class EnvMap1
	{
		// overcast value for which this is used
		overcast = 0;
		texture = "A3\Map_Tanoabuka\data\env_land_ClearSky_ca.paa";
	};
	class EnvMap2
	{
		// overcast value for which this is used
		overcast = 0.4;
		texture = "A3\Map_Tanoabuka\data\env_land_SemiCloudySky_ca.paa";
	};
	class EnvMap3
	{
		// overcast value for which this is used
		overcast = 0.8;
		texture = "A3\Map_Tanoabuka\data\env_land_OvercastSky_ca.paa";
	};
};

envTexture

String: Set global envTexture to be used instead of assets specific one if defined for the world.

envTexture = ""; //value used by Tanoa

F

fogBeta0Max

Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1

fogBeta0Max = 0.05; //value used by Tanoa

fogBeta0Min

Integer: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0

fogBeta0Min = 0; //value used by Tanoa

fogHeight

Integer: Max height of the Arma fog for clouds (in meters)

fogHeight = 2000; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

forecastFog

Integer:

forecastFog = 0; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

forecastFogBase

Integer: Base forecasted altitude for fog computations (in meters)

forecastFogBase = 250; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

forecastFogDecay

Integer: Forecasted decay coefficient - decay of fog with altitude

forecastFogDecay = 0.014; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

forecastGusts

Integer: Forecasted gusts

forecastGusts = 0; //value used by Tanoa

Related commands: gusts, setGusts

forecastLightnings

Integer: Forecasted lightning

forecastLightnings = 0; //value used by Tanoa

Related commands: lightnings, setLightnings

forecastRain

Integer:

forecastRain = 0; //value used by Tanoa

Related commands: rain, setRain

forecastWaves

Integer: Forecasted waves

forecastWaves = 0.1; //value used by Tanoa

Related commands: waves, setWaves

forecastWeather

Integer: Forecasted weather

forecastWeather = 0; //value used by Tanoa

forecastWind

Integer: Forecasted wind

forecastWind = 0.1; //value used by Tanoa

Related commands: wind, setWind

forecastWindDir

Integer: Forecasted wind direction

forecastWindDir = 0; //value used by Tanoa

Related commands: windDir, windDir

fullDetailDist

Float: Distance where ground detail texture is fully visible (begin fading out)

fullDetailDist = 5; //value used by Tanoa

G

gridNumbersOverLines

Integer: Displays Numbering over Grid lines instead between

gridNumbersOverLines = 1; //value used by Tanoa

H

haloObject

String: Path to halo object model

haloObject = "A3\data_f\sunhalo.p3d"; //value used by Tanoa

hazeBaseBeta0

Integer: Linear regression according to the base height. More information

hazeBaseBeta0 = 8e-005; //value used by Tanoa

hazeBaseHeight

Integer: Base height for the haze computation (in meters). More information

hazeBaseHeight = 0; //value used by Tanoa

hazeDensityDecay

Integer: Density decay based on height. More information

hazeDensityDecay = 0.00036; //value used by Tanoa

hazeDistCoef

Integer: Coefficient used to compute haze distance (haze distance = fogFar * hazeDistCoef), can be > 1. If the value is negative, then standard haze computation is used.

hazeDistCoef = 0.1; //value used by Tanoa

hazeFogCoef

Integer: Fog value, that we want to have at haze distance (=distance computed using hazeDistCoef), 0 = full fog, 1 = no fog. If the value is negative, then standard haze computation is used

hazeFogCoef = 0.98; //value used by Tanoa

class HDRNewPars

class HDRNewPars
{
	//@{ global aperture settings
	// global minimal possible aperture
	minAperture = 0.00001;
	// global maximal possible aperture
	maxAperture = 256;
	// how many times greater than standard avg luminance must be current avg luminance to reach current max aperture
	apertureRatioMax = 4;
	// how many times smaller than standard avg luminance must be current avg luminance to reach current min aperture
	apertureRatioMin = 10;
	//@}

	//@{ Bloom settings
	// image scale for bloom composition
	bloomImageScale = 1.0;
	// bloom scale for bloom composition
	bloomScale = 0.3;
	// bloom exponent for bloom computation
	bloomExponent = 1.0;
	// luminance offset for bloom computation
	bloomLuminanceOffset = 0.8;
	// luminance scale for bloom computation
	bloomLuminanceScale = 1;
	// luminance exponent for bloom computation
	bloomLuminanceExponent = 1.2;
	//@}

	//@{ Tone mapping settings
	// tonemapping method (0 = none, 1 = filmic, 2 = Reinhard)
	tonemapMethod = 2;
	// params for filmic tonemapping
	// Uncharted 2 tone mappping filmic curve
	// for more information see http://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
	tonemapShoulderStrength = 0.22;
	tonemapLinearStrength = 0.30;
	tonemapLinearAngle = 0.10;
	tonemapToeStrength = 0.20;
	tonemapToeNumerator = 0.01;
	tonemapToeDenominator = 0.30;
	tonemapLinearWhite = 11.2;
	tonemapExposureBias = 2.0;
	// params for Reinhard tonemapping
	tonemapLinearWhiteReinhard = 2.5;
	//@}

	//@{ settings for NVG
	// min aperture when using NVG
	nvgApertureMin = 1;
	// standard aperture when using NVG
	nvgApertureStandard = 7;
	// max aperture when using NVG
	nvgApertureMax = 15;
	// average scene luminance for standard aperture when using NVG
	nvgStandardAvgLum = 3;
	// light gain when using NVG
	nvgLightGain = 100;
	// use transition effects when going to/from NVG (0 = disable, 1 = enable)
	nvgTransition = 1;
	// transition coefficient when we are putting NVG on
	nvgTransitionCoefOn = 40.0;
	// transition coefficient when we are putting NVG off
	nvgTransitionCoefOff = 0.01;
	//@}


	//@{ settings for night eye (blue shift)
	// min avg intensity (when the night shift is at full effect)
	nightShiftMinAperture = 0;
	// max avg intensity (when the night shift is at zero effect and begins to take some effect, effect of night shift is then interpolated based on min and max aperture)
	nightShiftMaxAperture = 0.002;
	// maximal possible effect of night shift (0-1, 0 disables it)
	nightShiftMaxEffect = 0.6;
	// luminance scale to determine night shift effects for individual pixels
	nightShiftLuminanceScale = 600;
	//@}

	//@{ settings for light adaptation
	// speed factor for adapting to light (greater number = faster)
	eyeAdaptFactorLight = 0.6;
	// speed factor for adapting to dark (greater number = faster)
	eyeAdaptFactorDark = 0.2;
	//@}
};

horizonFogColorationStart

Float: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)

horizonFogColorationStart = "0.8f"; //value used by Tanoa

horizonParallaxCoef

Integer: Parallax coef used for shifting horizon - the higher the camera, the lower we want the horizon range to be placed use 0 to switch off shifting

horizonParallaxCoef = 0; //value used by Tanoa

horizonSunColorationIntensity

Float: Intensity coefficient for horizon coloration by Sun

horizonSunColorationIntensity = "0.001f"; //value used by Tanoa

horizonSunColorationScale

Integer: Scale coefficient for horizon coloration by Sun

horizonSunColorationScale = 10; //value used by Tanoa

horizontObject

String: Path to model used for horizon object

horizontObject = "A3\Map_Tanoabuka\data\horizon.p3d"; //value used by Tanoa

humidityDownCoef

Integer:

humidityDownCoef = 0.05; //value used by Tanoa

humidityUpCoef

Integer:

humidityUpCoef = 0.1; //value used by Tanoa

I

icon

String:

icon = ""; //value used by Tanoa

ilsDirection[]

Array:

ilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa

ilsPosition[]

Array:

ilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa

ilsTaxiIn[]

Array:

ilsTaxiIn[] = {6942.61, 7386.26, 6933.84, 7429.14, 6971.82, 7500.5, 7039.36, 7652, 7043.89, 7676.38, 7057.89, 7705.92, 7073.11, 7708.36, 7085.32, 7700.25, 7087.86, 7688.26}; //value used by Tanoa

ilsTaxiOff[]

Array:

ilsTaxiOff[] = {7220.87, 7017.23, 7198.22, 7021.06, 6985.25, 7287.09, 6955.16, 7323.2, 6942.61, 7386.26}; //value used by Tanoa

interpolateClutterColoring

Integer: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)

interpolateClutterColoring = 1; //value used by Tanoa

L

landGrid

Integer: Grid size

landGrid = 50; //value used by Tanoa

latitude

Integer: Latitude on globe, positive is south

latitude = 17.698; //value used by Tanoa

layerMask

String:

layerMask = ""; //value used by Tanoa

lightningsForced

Integer: (0 = false, 1 = true)

lightningsForced = 0; //value used by Tanoa

loadingTexts[]

Array: Random text shown during loading screens

loadingTexts[] = {"The mining and heavy ship industry have already devastated many areas of the Tanoan paradise archipelago.", "During the hottest summers, there are many occurrences of native men missing in the jungle.", "Local tribes claim that huge reptilian creatures can be encountered at the foot of the volcano.", "The native people have turned many parts of the wild jungle into fertile fields and plantations.", "Around the Tanoa archipelago, the native people worship a god of fertility and festivity called Darkon.", "The name of the archipelago comes from the Fijian word tanoa which means a bowl (the main island resembles a large bowl).", "Once upon a time, there was a living, fire-breathing volcano..."}; //value used by Tanoa

longitude

Integer: Longitude on globe, positive is east

longitude = 178.783; //value used by Tanoa

M

mapArea[]

Array: Lon/lat coordinates (not in UTM to assure .kml precision). Looks in Arma 3 this parameter is not used anyhow. [verify required]

mapArea[] = {
	-20.268, 174.003, //Bottom Left
	-20.1353, 174.146 //Top Right
}; //value used by Tanoa

mapDrawingBrightnessModifier

Float: Modifier for brightness of satellite map textures drawn on the map display view

mapDrawingBrightnessModifier = "1.0f"; //value used by Tanoa

mapSize

Integer: Size of the map in meters

mapSize = 15360; //value used by Tanoa

mapZone

Integer: UTM Zone

mapZone = 60; //value used by Tanoa

maxHillsAltitude

Integer:

maxHillsAltitude = 450; //value used by Tanoa

midDetailTexture

String: Path to mid detail texture used

midDetailTexture = "A3\Map_Tanoabuka\Data\L_middle_mco.paa"; //value used by Tanoa

minHeight

Integer: Min. height - used to clamp data inside of the map during rendering

minHeight = -10; //value used by Tanoa

minHillsAltitude

Integer:

minHillsAltitude = 80; //value used by Tanoa

minRocksInRockSquare

Integer: Minimum rocks needed in a square to show rock polygons on 2D map

minRocksInRockSquare = 2; //value used by Tanoa

minTreesInForestSquare

Integer: Minimum trees needed in a square to show forest polygons on 2D map

minTreesInForestSquare = 3; //value used by Tanoa

minObjInTownSquare

Integer: Unknown

minObjInTownSquare = 1.4; //value used by Tanoa

moonObject

String: Path to model used for moon object

moonObject = "A3\data_f\moon.p3d"; //value used by Tanoa

N

class Names

class Names
{
	class SomeLocation
	{
		angle = 0;
		demography = "CIV"; //not used by every location
		name = "Some Location Name"; //name of the location, can be stringtable entry
		position[] = {2089.06, 3523.68}; //position in world
		radiusA = 300;
		radiusB = 100;
		type = "Airport";
	};
};

newRoadsShape

String: Path to roads shape file

newRoadsShape = "A3\Map_Tanoabuka\data\roads\roads.shp"; //value used by Tanoa

noDetailDist

Integer: Where ground detail texture is no longer visible (end fading out)

noDetailDist = 50; //value used by Tanoa

class NVGPars

class NVGPars
{
	// is film grain enabled for NVG (0 = disabled, 1 = enabled)?
	filmGrainEnabled = true;
	// film grain params (intensity, sharpness, grain size, intensityX0, intensityX1, monochromatic (0=mono, 1=color))
	filmGrainPars[] = {0.4, 2.75, 1, 3, 1, 0};
};

O

outsideHeight

Integer: Height used outside of the map

outsideHeight = -10; //value used by Tanoa

outsideMaterial

String:

outsideMaterial = ""; //value used by Tanoa

class OutsideTerrain

class OutsideTerrain
{
	colorOutside[] = {0.227451, 0.27451, 0.384314, 1};
	enableTerrainSynth = 0; // enable procedural terrain generation, can cause issues in some circumstances (0 = disable, 1 = enable)
	satellite = "A3\map_Stratis\data\s_satout_co.paa"; // defines the satellite texture to be used outside of the terrain when viewing from a distance
	class Layers
	{
		class Layer0
		{
			nopx = "A3\Map_Data\gdt_grass_green_nopx.paa"; // defines the parallax texture to be used outside of the terrain when viewing from close
			texture = "A3\Map_Data\gdt_grass_green_co.paa"; // defines the diffuse texture to be used outside of the terrain when viewing from close
		};
	};

	angleAltitudes[] = { { min1, max1 }, ... , { min512, max512 } };	// since Arma 3 v2.04 - min and max height for out-of-bounds terrain (360°/512 angles)
																		// angle starts from the East, next values go counter-clockwise up to 512 entries
	analysisLength = 123;												// since Arma 3 v2.04 - altitude analysis distance from terrain's border towards its centre
};

P

peakWaveBottom

Integer: Point where water peaks should start appearing

peakWaveBottom = -5; //value used by Tanoa

peakWaveTop

Integer: Point where water peaks should be max. visible before going offshore

peakWaveTop = -1; //value used by Tanoa

pictureMap

String: Path to map picture shown on world selection screen and background of loading screen for that terrain.

pictureMap = "A3\Map_Tanoabuka\data\pictureMap_ca.paa"; //value used by Tanoa

plateFormat

String:

plateFormat = "T#$-####"; //value used by Tanoa

plateLetters

String:

plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //value used by Tanoa

pointObject

String: Path to model used for point object

pointObject = "A3\data_f\point.p3d"; //value used by Tanoa

previewVideo

String: Path to video used for video preview in main menu for the terrain

previewVideo = "A3\Map_Tanoa_Scenes_F\Video\previewVideo.ogv"; //value used by Tanoa

R

class Rain

class Rain
{
	levels[] = {8, 2};
	raindrop = "\A3\data_f\raindrop.p3d"; //path to model used for rain drop
	speed = 1;
	texture = "A3\data_f\rain_ca.paa"; //path to texture used for rain drop
};

rainbowObject

String: Path to model used for rainbow object

rainbowObject = "A3\data_f\rainbow.p3d"; //value used by Tanoa

rainForced

Integer: (0 = false, 1 = true)

rainForced = 0; //value used by Tanoa

class RainParticles

When snow param is true the following changes occur in the engine:
class RainParticles
{
	// Parameters for the new particle rain
	// texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)
	rainDropTexture=PathDTextureAbs;
	// dropsInTexture - the number of drops that are present in the drop texture
	texDropCount=4;
	// minimum rain strength when the effect starts to be rendered
	minRainDensity = 0.01;
	// distance of the effect
	effectRadius=15;
	// coefficient of how much the wind influences water drops
	windCoef=0.05;
	// fall speed of the drops
	dropSpeed=15.0;
	// random part of the fall speed
	rndSpeed=0.2;
	// coefficient of how much the drop could randomly change direction
	rndDir=0.1;
	// width of the single drop
	dropWidth=0.04;
	// height of the single drop
	dropHeight=0.8;
	// color of the drop
	dropColor[]={0.1, 0.1, 0.1, 0.1};
	// luminescence of the drop facing to sun
	lumSunFront=0.3;
	// luminescence of the drop opposite to sun
	lumSunBack=0.1;
	// coefficient that tells us how much "refracted" light from the scene is added to the drop color
	refractCoef=0.3;
	// coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)
	refractSaturation = 0.3;

	// SINCE Arma 3 v2.07.148385
	// rain is snow, will be used in "snow" env sound controller (optional, default is false)
	snow=false;
	// SINCE Arma 3 v2.07.148416
	// when true, the dropColor is preserved and not affected by eye accommodation (optional, default is false)
	dropColorStrong=false;	
};

S

safePositionAnchor[]

Array: Used for random safe position finding.

safePositionAnchor[] = {9158, 9962}; //value used by Tanoa

safePositionRadius

Integer: Used for random safe position finding.

safePositionRadius = 100; //value used by Tanoa

satelliteMap

String:

satelliteMap = ""; //value used by Tanoa

satelliteNormalBlendEnd

Integer: Distance, where blending of detail normal ends (satellite normal is fully visible)

satelliteNormalBlendEnd = 100; //value used by Tanoa

satelliteNormalBlendStart

Integer: Distance, where ground detail normal is starts to blend to satellite normal texture

satelliteNormalBlendStart = 10; //value used by Tanoa

satelliteNormalOnDetail

Integer: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)

satelliteNormalOnDetail = 1; //value used by Tanoa

seaBedUnderwaterDepth

Integer: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.

seaBedUnderwaterDepth = 52; //value used by Tanoa

seagullPos[]

Array:

seagullPos[] = {1024, 130, 1024}; //value used by Tanoa

seaMaterial

String: Water material is used for sea landscape parts

seaMaterial = "#water"; //value used by Tanoa

seaTexture

String: Wave detection texture expected by the shaders

seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; //value used by Tanoa

class SeaWaterShaderPars

class SeaWaterShaderPars
{
	// coefficient used to multiply move value of refractions
	refractionMoveCoef = 0.01;
	// minimal water surface opacity, when we are looking from above the water surface down
	minWaterOpacity = 0.65;
	// coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface
	// waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;
	waterOpacityDistCoef = 0.07;
	// opacity of water surface when we are under water
	underwaterOpacity = 0.2;
	// distance from object, where we start to fade the water surface to full opacity
	waterOpacityFadeStart = 100;
	// length of water surface opacity fading
	waterOpacityFadeLength = 20;
};

For more information see the Visual update documentation.

shoreFoamMaterial

String: Shore material is used for sea and landscape interface parts - the foam part

shoreFoamMaterial = "#shoreFoam"; //value used by Tanoa

shoreMaterial

String: Shore material is used for sea and landscape interface parts

shoreMaterial = "#shore"; //value used by Tanoa

shoreTop

Integer: Top point where water is considered off-shore

shoreTop = 0; //value used by Tanoa

shoreWetMaterial

String: Shore wet material is used for sea and landscape interface parts - the wet part

shoreWetMaterial = "#shoreWet"; //value used by Tanoa

skyColorInfluencesFogColor

Arma 3 logo black.png1.60 Integer: If sky color influences fog color. (0 = false, 1 = true) More information

skyColorInfluencesFogColor = 0; //value used by Tanoa

skyFogColorationStart

Float: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)

skyFogColorationStart = "0.7f"; //value used by Tanoa

skyObject

String: Path to model used for sky object

skyObject = "A3\Map_Tanoabuka\data\skydome.p3d"; //value used by Tanoa

skyTexture

String: Path to sky texture

skyTexture = "A3\Map_Tanoabuka\data\sky_semicloudy_sky.paa"; //value used by Tanoa

skyTextureR

String: Path to sky reflection texture, used only as default when there is no weather

skyTextureR = "A3\Map_Tanoabuka\data\sky_semicloudy_lco.paa"; //value used by Tanoa

soundMapSizeCoef

Integer: Defines size of soundMap as multiplier of landRange (soundMap.dimX = landRange * soundMapCoef). In more simple terms how detailed/rough the environment sounds areas are to be computed (trees, houses, sea, meadows).

soundMapSizeCoef = 4; //value used by Tanoa

class SpriteRefractionPars

class SpriteRefractionPars
{
	// scale of refraction (R, G, B - you can use different values to achieve abberation effect)
	refractScale[] = {0.02, 0.02, 0.02};
	// animation time coef (horizontal, vertical), use {0,0, 0} for no animation (third value not used)
	timeScale[] = {0.03, 0.03, 0.0};
};

starsObject

String: Path to model used for stars object

starsObject = "A3\data_f\stars.p3d"; //value used by Tanoa

startDate

String: Start date when terrain is loaded without a date preset (e.g. loading into editor)

startDate = "6/6/2035"; //value used by Tanoa

startFog

Integer: Start fog

startFog = 0; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

startFogBase

Integer: Start base altitude for fog computations (in meters)

startFogBase = 250; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

startFogDecay

Integer: Start decay coefficient - decay of fog with altitude

startFogDecay = 0.014; //value used by Tanoa

Related commands: fog, setFog, fogParams, fogForecast

startGusts

Integer: Start gusts

startGusts = 0; //value used by Tanoa

Related commands: gusts, setGusts

startLightnings

Integer: Start lightning

startLightnings = 0; //value used by Tanoa

Related commands: lightnings, setLightnings

startRain

Integer: Start rain

startRain = 0; //value used by Tanoa

Related commands: rain, setRain

startTime

String: Start time (military time)

startTime = "12:00"; //value used by Tanoa

startWaves

Integer: Start waves

startWaves = 0.1; //value used by Tanoa

Related commands: waves, setWaves

startWeather

Integer:

startWeather = 0.3; //value used by Tanoa

startWind

Integer:

startWind = 0.1; //value used by Tanoa

Related commands: wind, setWind

startWindDir

Integer:

startWindDir = 0; //value used by Tanoa

Related commands: windDir, windDir

class Subdivision

Fractal and white noise random offset are added. White noise generated more "wild" terrain, while fractal tends to generate smooth, varied terrain

class Subdivision
{
	// fractal component of subdivision
	// changes are smaller for smaller rectangles
	class Fractal
	{
		// texture roughness factor
		rougness = 10;
		// max. value for squares containing road
		maxRoad = 0.2;
		// max. value for squares containing track
		maxTrack = 1.0;
		// max. coeficient depending on slope
		maxSlopeFactor = 0.05;
	};
	// white noise component of subdivision
	// change size is independent on rectangle size
	class WhiteNoise
	{
		rougness = 5;
		// max. value for squares containing road
		maxRoad = 0.1;
		// max. value for squares containing track
		maxTrack = 0.5;
		// max. coeficient depending on slope
		maxSlopeFactor = 0.025;
	};

	// do not divide surfaces that are under given limit
	minY = -0.0;
	// do not divide flat surfaces
	minSlope = 0.02;
};

sunObject

String: Path to model used for sun object

sunObject = "A3\data_f\sun.p3d"; //value used by Tanoa

T

terrainBlendMaxBrightenCoef

Float: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)

terrainBlendMaxBrightenCoef = "0.0f"; //value used by Tanoa

terrainBlendMaxDarkenCoef

Float: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)

terrainBlendMaxDarkenCoef = "1.0f"; //value used by Tanoa

terrainMaterial

String: Terrain material is used for terrain solid ground, by default load from CfgMaterials

terrainMaterial = "#terrain"; //value used by Tanoa

timeOfChanges

Default time (in seconds) over which the weather changes. BI terrains usually have this set to 30 mins (i.e. 1800s). Mission maker can change this value from the weather settings window in the Eden editor.
Integer:

timeOfChanges = 1800; //value used by Tanoa

U

class Underwater

Parameters for underwater fog

class Underwater
{
	/// fog color is changed based on the depth under the water surface
	/// normal fog color	-> water color	-> deep water color
	/// ^
	/// noWaterFog			-> fullWaterFog	-> deepWaterFog

	/// depth under the water, where water color starts (can be negative = distance above water)
	noWaterFog = -0.3;
	/// depth under the water, where water color is at full strength and deep water color starts
	fullWaterFog = 0.1;
	/// depth under the water, where deep water color is at full strength
	deepWaterFog = 10;

	/// distance of the water fog (fog far)
	waterFogDistance = 20;
	/// distance of the water fog (fog near)
	waterFogDistanceNear = 0;

	/// color of the water fog at fullWaterFog depth
	waterColor[] = {0.02,0.08,0.12};
	/// color of the water fog at deepWaterFog depth
	deepWaterColor[] = {0.01,0.06,0.14};

	/// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)
	surfaceColor[] = {0.20,0.30,0.25};
	/// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)
	deepSurfaceColor[] = {0.10,0.18,0.22};
};

For more information see the Visual update documentation.

underwaterOcclusionObject

String: Path to model used for underwater occlusion object

underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; //value used by Tanoa

W

class WaterExPars

// parameters for water in expansion
class WaterExPars
{
	// base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)
	fogDensity = 0.04;

	// color of the water fog when the camera is on or above water surface
	fogColor[] = { 0.003, 0.005, 0.01 };

	// coefficients for water fog color extinction based on depth of the camera under water (coefs for RGB)
	// this influences how fast the water fog color darkens when camera moves under water (depends on camera position)
	fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };

	// defines how light influences fog color (r = ambient influence, g = diffuse (sun) influence, b = overall light influence)
	fogColorLightInfluence[] = { 0.6, 0.15, 0.5 };

	// coefficient for water fog gradient (MIN coef, MIDDLE coef, MAX coef)
	fogGradientCoefs[] = { 0.4, 1.0, 1.5 };

	// coefficients for light extinction in water based on the point under water (coefs for RGB)
	// this influences extinction of ambient light under water (depends on shaded point position)
	ligtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };
	// coefficients for diffuse light extinction
	diffuseLigtExtinctionSpeed[] = { 0.3, 0.1, 0.05 };

	// screen space reflections - strength of reflections
	// [0,1] (0 = no reflections, 1 = full reflections)
	ssReflectionStrength = 0.85;
	// screen space reflections - max. jitter used when sampling - this is used to randomize artifacts caused by sparse sampling
	// [0,1] (0 = no jitter, 1 = max jitter)
	ssReflectionMaxJitter = 1.0;
	// screen space reflections - how much small ripples (from water normal map) influence the reflection
	// [0,1] (0 = no influence, 1 = max influence)
	ssReflectionRippleInfluence = 0.15;
	// screen space reflections - coefficient for fading of reflection near screen borders (larger number = faster fading)
	ssReflectionEdgeFadingCoef = 10.0;
	// screen space reflections - coefficient for fading of reflection based on distance (larger number = faster fading)
	ssReflectionDistFadingCoef = 4.0;

	// minimal coef for refraction (at water surface)
	refractionMinCoef = 0.02;
	// maximal coef for refraction (at refractionMaxDist)
	refractionMaxCoef = 0.07;
	// distance (in meters) of the point from water surface, where refraction coefficient becomes refractionMaxCoef;
	refractionMaxDist = 20.0;

	// water surface opacity (should be 0 because of multicomponent fog, use higher values for debugging (-> Buldozer))
	surfaceOpacity = 0.0;

	// intensity of shadow on the water (1 = full shadow, 0 = no shadow)
	shadowIntensity = 0.5;

	// max intensity of specular on water
	specularMaxIntensity = 25.0;
	// specular power for overcast 0
	specularPowerOvercast0 = 200.0;
	// specular power for overcast 1
	specularPowerOvercast1 = 50.0;
	// how much we modify the normal for specular computation (0 = no modification, 1 = full modification)
	specularNormalModifyCoef = 1.0;


	// intensity of foam around objects
	foamAroundObjectsIntensity = 0.25;
	// coef for fading of foam (larger number = faster fade)
	foamAroundObjectsFadeCoef = 8.0;
	// coef for color of the foam
	foamColorCoef = 2.0;
	// coef for deformation of foam texture based on normal of water
	foamDeformationCoef = 0.02;
	// coef for mapping of foam texture based on world coordinates
	foamTextureCoef = 0.2;
	// speed of movement of foam based on time
	foamTimeMoveSpeed = 0.2;
	// amount of movement of foam based on time
	foamTimeMoveAmount = 0.1;

	// darkening of terrain near shore params
	// maximal darkening coef (1.0 = max darkening, 0.0 = no darkening)
	shoreDarkeningMaxCoef = 0.5;
	// height offset above water level, where darkening is in its full power
	shoreDarkeningOffset = 0.2;
	// darkening gradient size
	shoreDarkeningGradient = 0.2;

	// speed of the waves (scaling of time)
	shoreWaveTimeScale = 0.8;
	// offset used to delay when the thick edge of foam appears and dissolves based on wave phase
	shoreWaveShifDerivativeOffset = -0.8;
	// overall shore foam intensity
	shoreFoamIntensity = 0.5;
	// max wave height on shore (in meters)
	shoreMaxWaveHeight = 0.15;
	// reflection intensity on the shore wet layer
	shoreWetLayerReflectionIntensity = 1.0;
};

For more information see the Visual update documentation.

waterTexture

String:

waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; //value used by Tanoa

wavesForced

Integer: (0 = false, 1 = true)

wavesForced = 0; //value used by Tanoa

windForced

Integer: (0 = false, 1 = true)

windForced = 0; //value used by Tanoa

worldName

String: Path to WRP

worldName = "A3\Map_Tanoabuka\Tanoa.wrp"; //value used by Tanoa