CfgVehicles Config Reference
Introduction
Addon Command Reference
This article details the token-verbs available in Config.cpp for addons created in Operation FlashPoint, the Resistence upgrade, and of course, Elite.
Legend:
INTEGER: A signed, value to 65k.
BOOLEAN: An Integer value of 0, or 1
ARRAY: An arrey[]=
STRING: Any string value. ALL STRINGS MUST BE ENCLOSED IN QUOTES for Elite. These strings are misinterpreted as #defines otherwise.
Notes: For Models and other items using p3d files, the .p3d extension is not reguired. Similar comment for pac/paa files, and wss (sound) files where appropriate
cfgNonAiVehicles
A
airFriction
ARRAY: 3 separate tokens, airFriction0[],airFriction1[],airFriction2[] that define the X Y and Z component respectively.
airFriction2[] = {25,12,2.500000};
acceleration
INTEGER: metres per second
acceleration = 7;
avgHeight
INTEGER: height in meters of bird. See #minheight and #maxHeight
avgHeight = 10;
B
C
canBeShot
BOOLEAN: Declares whether bullets have any effect
canBeShot = 1;
F
flySound
flySound[] = {"\AddonName\AnySound.wss",0.000000,1,1};
Note: String can be empty, eg. ""
M
maxHeight
INTEGER: max height above sea level.
maxHeight = 50;
maxSpeed
INTEGER: In kph.
maxSpeed = 20;
minHeight
INTEGER: Min height above sealevel
minHeight = 5;
minSpeed
INTEGER: In Kph.
minSpeed = -0.500000; range 0->1
model
STRING: Location in the addon where the p3d model resides. Can be subfolder
model = "\AddonName\anyp3d"; // can be ""
R
BOOLEAN: 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 = 0;
S
scope
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 within the same config cpp can access, or 'inherit' this class.
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="Vegetables. namesound= whatever; icon= "vegetableIcon.paa"; /// put any other common characteristics in here }; class GreenOnions : vegetables { scope = public; name="Green Onion; } class PurpleOnion : vegetables { ....
The effect here is to reduce (considerably) not only the amount of tyoing, but memory storage too. It is only the public classes that are listed in the editor, and this, you would expect, that each one of these has a separate name=, wheras, they are ALL grouped' in the Editor's 'Vegetables'
Protected classes are CamCreatble in the mission.sqm.
Protected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions.
public:
Any classes declared public are CamCreateabale, and selectable via the Editor.
simulation
STRING: The engine behaviour with this model.
simulation = "SeaGull";// campfire,house, etc
singSound
ARRAY: normally for a bird
singSound[] = {"\AddonName\SoundFile.ogg",0.031623,1,1};
straightDistance
straightDistance = 50;
T
turning
BOOLEAN: (i think)
turning = 1;