CfgVehicles Config Reference

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Revision as of 07:00, 1 July 2006 by Mikero (talk | contribs) (changed links to what floats etc are to keep away from comref)
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Introduction

TokenName Reference

Simply put, Token Name & Value pairs are as follows

SomeName = SomeValue;

Token Names are used extensively throughout ofp 'text' files.

This article details the token-names available in Config.cpp , description.ext and mission.sqm. The primary focus of this document is the TokenNames used for various aspects of controlling models within Addons. Description.ext and mission.sqm are included because many of the 'tokens' are common to all.

For instance, when creating a model using class statemens inside a config.cpp, to access it later, via the mission editor

scope=2;

This article lists token names, their value ranges, and their type.

Where not specifcally specified, the 'useage'of the token name is within config.cpp, class CfgVehicles.


Legend:

Integer: A signed value to 65k.

Boolean: An Integer value of 0 or 1

Array: An array []=

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


A

airFriction

Used in: cfgNonAiVehicles

Array: 3 separate tokens, airFriction0[],airFriction1[],airFriction2[] that define the X Y and Z component respectively.

airFriction2[] = {25,12,2.500000};

acceleration

Used in: cfgNonAiVehicles

[[IntegerTokenNames|Integer]: metres per second

acceleration = 7;

accuracy

[[IntegerTokenNames|Integer]:

accuracy = 0.5;

aileronSensitivity

Float

 aileronsensitivity = 0.66;

ambient

[[ArrayTokenNames|Array]: Used by reflectors

  ambient[] = {0.070000,0.070000,0.070000,1.000000};

animationOpen

[[StringTokenNames|String]

 animationOpen = "\AnyAddon\AnyRTM(.rtm)";

animationDrop

[[StringTokenNames|String]

 animationDrop = "\AnyAddon\AnyRTM(.rtm)";

animationSource...

animationSourceBody

[[StringTokenNames|String]

   animationSourceBody = "Turret_2";

animationSourceGun

[[StringTokenNames|String]

   animationSourceGun = "Gun_2";

animationSourceHatch

[[StringTokenNames|String]

   animationSourceHatch = "";

armor

Float: A strength value of how much external damage can be taken before 'destruction'.

  armor = 1.400000; // a bee
  armor = 50; // a helicopter

audible

[[IntegerTokenNames|Integer]

 audible = 8;

avgHeight

Used in: cfgNonAiVehicles

[[IntegerTokenNames|Integer]: height in metres above sealevel. See #minHeight , #maxHeight

avgHeight = 10;


B

brightness

Float:

   brightness = 1.000000;

body

[[StringTokenNames|String]:

   body = "mainTurret";


C


canBeShot

Used in: cfgNonAiVehicles

Boolean: Declares whether bullets have any effect

canBeShot = 1;

cargoAction

[[ArrayTokenNames|Array]: see #driverAction

cargoAction[] = {"TestDriver"};

note that unlike #driverAction and #gunnerAction this is an array. (for multiple positions)

cargoIsCoDriver

Boolean [[ArrayTokenNames|Array]

  cargoIsCoDriver[] = {false,false,false,false,true};// 5th position in this vehicle

cast...Shadow

castCargoShadow

Boolean

castCargoShadow = true;

castDriverShadow

Boolean:

   castDriverShadow = 1;

castGunnerShadow

Boolean: part of Turret class

   castGunnerShadow = 1;

cobraLight

[[StringTokenNames|String] : Used as a core model for all other 'air' craft.

cobraLight = "AnyAddon\AnyP3d(.p3d)";

color

[[ArrayTokenNames|Array]: of floats. Used by reflectors

  color[] = {0.800000,0.800000,1.000000,1.000000};

commanding

[[IntegerTokenNames|Integer]: part of Turret class

    commanding = -1;

cost

[[IntegerTokenNames|Integer]: This value reflects the attractiveness of the target to the enemu 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 (whiel small) a higher cost, than others in the group, including the officer.

    cost = 10000000;// an air vehicle is tyoically this value
cost = 8; // a medic;
cost = 1; // a grunt
cost = 4; // an officer
cost = 0; // most buildings;

crew

[[StringTokenNames|String]: Reflects whether vehicle is manned, and what.

    crew = "SoldierWPilot";


D


dammageHalf

[[ArrayTokenNames|Array]: of varable number of strings

 dammageHalf[] = {"\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.

dammageFull

[[ArrayTokenNames|Array]: of varable number of strings

 dammageFull[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...};

see #dammageHalf for the self evident difference.

direction

Float:

   direction = "konec L svetla";

displayName

[[StringTokenNames|String]: This value is used to select the unit in the Mission Editor, as well as when pointing your team to an object in the game.

Ordinaruly it is good practice to acess the stringtable.csv that accompanies the addont so that

  1. all names and labels are in one place
  2. for language differences
displayName = "$STR_DN_AH1Z";

displayNameShort

[[StringTokenNames|String]:

 displayNameShort = "$STR_DN_UH60";

driverAction

[[StringTokenNames|String]: see gunnerAction

 driverAction = "ManActTestDriver";

driverCanSee

[[StringTokenNames|String] (math formula)

  driverCanSee = "2+8";


E


ejectDamageLimit

Float: You can get hurt, but you can't die with vals less than 1.0

 ejectDamageLimit = 0.750000;

ejectSpeed

[[ArrayTokenNames|Array]

ejectSpeed[] = {0,0,0};

ejectDeadCargo

Boolean

 ejectDeadCargo = 1;

enableSweep

Boolean:

 enableSweep = false;

envelope

Float [[ArrayTokenNames|Array]

envelope[] = {0.000000,0.000000,0.300000,1.000000,2.500000,3.300000,3.500000,3.200000,2.500000,2.000000,1.500000,1.000000};

elevatorSensitivity

Float

elevatorSensitivity = 0.2;

extCameraPosition[]

[[ArrayTokenNames|Array]

 extCameraPosition[] = {0,2,-15};


F


fired

[[StringTokenNames|String]:

fired = "_this exec ""\AnyAddon\AnySQS.sqs"""; // note the ""

flapsFrictionCoef

[[IntegerTokenNames|Integer]

 flapsFrictionCoef = 2;

fov

Float

 fov = 0.500000;

flySound

[[ArrayTokenNames|Array]

flySound[] = {"\AddonName\AnySound.wss",0.000000,1,1};

see #sound...



G


gun

[[StringTokenNames|String]:

   gun = "mainGun";

gearRetracting

Boolean

 gearRetracting = 1;

gunnerAction

[[StringTokenNames|String]:

   gunnerAction = "ManActAH1Gunner";

see #driverAction

gunAimDown

Float

 gunAimDown = 0.07;

gunBeg

Strimg:

   gunBeg = "muzzle_1";

gunEnd

Strimg:

   gunEnd = "chamber_1";

gunnerOpticsModel

[[StringTokenNames|String]: part of NewTurret class

   gunnerOpticsModel = "\AnyAddon\AnyP3d(.p3d)";

gunnerName

[[StringTokenNames|String]

   gunnerName = "$STR_POSITION_CREWCHIEF";

gunnerUsesPilotView

Boolean:

gunnerUsesPilotView = 1;


H


hitpoint

[[StringTokenNames|String]:

   hitpoint = "L svetlo";

hasGunnerr

Boolean

 hasGunner = 0;



I


icon

[[StringTokenNames|String]:

This value us used exclusively by the map editor to show the building or vehicle when editing. It is not normally visible during game play.

The icon can be any jpg, paa, or pac file. paa is default.

 icon = "\AnyAddon\AnyPAA(.paa)";

init

[[StringTokenNames|String]:

  init = "[(_this select 0)] exec ""\AnyAddon\AnySqs.sqs"""; // note the ""

initAngleX

[[IntegerTokenNames|Integer] Degrees

  initAngleX = 0;

minAngleX

[[IntegerTokenNames|Integer] Degrees

  minAngleX = -30;

maxAngleX

[[IntegerTokenNames|Integer] Degrees

  maxAngleX = 30;

initAngleY

[[IntegerTokenNames|Integer] Degrees

  initAngleY = 0;

minAngleY

[[IntegerTokenNames|Integer] Degrees

  minAngleY = -30;

maxAngleY

[[IntegerTokenNames|Integer] Degrees

  maxAngleY = 30;

initCargoAngleY

[[IntegerTokenNames|Integer]:

 initCargoAngleY = 10;

minCargoAngleY

[[IntegerTokenNames|Integer]: In Degrees.

 minCargoAngleY = -60;

maxCargoAngleY

[[IntegerTokenNames|Integer]: In Degrees.

 maxCargoAngleY = 120;

initElev

[[IntegerTokenNames|Integer]:Degrees

   initElev = -80;

minElev

[[IntegerTokenNames|Integer]: Signed degrees

minElev = -60;

maxElev

[[IntegerTokenNames|Integer]: signed degrees max angle of elevation.

   maxElev = 10;

initFov

IFloat

  initFov = 0.100000;

minFov

IFloat

  minFov = 0.030000;

maxFov

IFloat

  maxFov = 1.200000;

initTurn

[[IntegerTokenNames|Integer] Degrees

      initTurn = 90;

minTurn

[[IntegerTokenNames|Integer]: signed degrees angle of turning.

   minTurn= -70;

maxTurn

[[IntegerTokenNames|Integer]: signed degrees max angle of turning.

   maxTurn = 70;


K


killed

[[StringTokenNames|String]:

  killed = "[(_this select 0),1,1,0,0] exec ""\AnyAddon\AnySQS.sqs""";// note the ""


L


laserscanner

Boolean: Determines if a vehicle has laser capability.

 laserScanner = true;

landingSpeed

[[IntegerTokenNames|Integer]

 landingSpeed = 75;

landingAoa

[[StringTokenNames|String] (math formula) Landing Angle of Approach

 landingAoa = "3.5*3.1415/180";

library

[[StringTokenNames|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


magazines

[[ArrayTokenNames|Array]: variable strings

  magazines[] = {"750Rnd_M197_AH1","38Rnd_FFAR","8Rnd_Hellfire"};

marker

[[StringTokenNames|String] : used as a core for all other air craft when looking on map.

marker = "\AnyAddon\AnyP3d.(p3d")";

material

[[IntegerTokenNames|Integer]:

  material = 50;

mainRotorSpeed

[[IntegerTokenNames|Integer]:

mainRotorSpeed = -1;

backRotorSpeed

[[IntegerTokenNames|Integer] backRotorSpeed = 1.0;

hmmm, that's curious, it accepts floats or ints.

minHeight

Used in: cfgNonAiVehicles

[[IntegerTokenNames|Integer]: Min height in metres above sealevel. See #avgHeight , #maxHeight

minHeight = 5;

maxHeight

Used in: cfgNonAiVehicles

[[IntegerTokenNames|Integer]: max height above sea level. See #avgHeight , #minHeight

maxHeight = 50;

minSpeed

Used in: cfgNonAiVehicles

[[IntegerTokenNames|Integer]: In Kph.

minSpeed = -0.500000; range 0->1

maxSpeed

[[IntegerTokenNames|Integer]: In kph.

maxSpeed = 20;

memoryPointsGetInGunner

[[StringTokenNames|String]:

   memoryPointsGetInGunner = "pos gunner";

memoryPointsGetInGunnerDir

[[StringTokenNames|String]:

   memoryPointsGetInGunnerDir = "pos gunner dir";

memoryPointsGetInDriver

[[StringTokenNames|String]:

   memoryPointsGetInDriver = "pos_driver";

memoryPointsGetInDriverDir

[[StringTokenNames|String]:

   memoryPointsGetInDriverDir = "pos_driver_dir";

memoryPointGun

[[StringTokenNames|String]:

   memoryPointGun = "machinegun";

memoryPointGunnerOptics

[[StringTokenNames|String]:

   memoryPointGunnerOptics = "gunnerview";

memoryPointLMissile

[[StringTokenNames|String]:

   memoryPointLMissile = "Missile_1";

memoryPointRMissile

[[StringTokenNames|String]:

   memoryPointRMissile = "Missile_2";

memoryPointLRocket

[[StringTokenNames|String]:

   memoryPointLRocket = "Rocket_1";

memoryPointRRocket

[[StringTokenNames|String]:

   memoryPointRRocket = "Rocket_2";

model

[[StringTokenNames|String]: Location in the addon where the p3d model resides. Can be subfolder

model = "\AddonName\anyp3d(.p3d)"; // can be ""




N


name

[[StringTokenNames|String]:

  name = "motor";

nameSound

[[StringTokenNames|String]: Namesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. This the audio speech "move to 'rock' 3 o'clock' is derived from the namesound.

nameSound = "rock";

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";
};

noseDownCoef

Float

noseDownCoef = 0.025;


O


...OpticsModel

driverOpticsModel

[[StringTokenNames|String]

 driverOpticsModel = "\AnyPbo\AnyP3d(.p3d)";

gunnerOpticsModel

[[StringTokenNames|String]

 gunnerOpticsModel= "\AnyPbo\AnyP3d(.p3d)";

commanderOpticsModel

[[StringTokenNames|String]

 commanderOpticsModel= "\AnyPbo\AnyP3d(.p3d)";

outGunnerMayFire

Boolean: partof NewTurrent class

 outGunnerMayFire = 1;


P


passThrough

Boolean:

 passThrough = 1;

picture

[[StringTokenNames|String]: I think this is for briefing Information icon click

 picture = "\AnyAddon\AnyPAA(.paa)";

primary

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'.

  primary = true;

proxyIndex

[[IntegerTokenNames|Integer]

   proxyIndex = 2;

position

[[StringTokenNames|String]:

   position = "L svetlo";


R


reversed

Used in: cfgNonAiVehicles

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;

rotor...

rotorBig

[[StringTokenNames|String]:

 rotorBig = "vrtule_velka";

rotorBigBlend

[[StringTokenNames|String]:

 rotorBigBlend = "vrtule_velka_bl";

rotorSmall

[[StringTokenNames|String]:

 rotorSmall = "vrtule_mala";

rotorSmallBlend

[[StringTokenNames|String]:

 rotorSmallBlend = "vrtule_mala_bl";

S


scope

Used in: cfgNonAiVehicles

INTEGER:

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.


selection

[[StringTokenNames|String]:

   selection = "L svetlo";

Selection...

selectionFireAnim

[[StringTokenNames|String]:

selectionFireAnim = "muzzleflash";

selectionHRotorStill

[[StringTokenNames|String]:

selectionHRotorStill= "mainRotorStatic";

selectionHRotorMove

[[StringTokenNames|String]:

selectionHRotorMove = "mainRotorBlurred";

selectionVRotorStill

[[StringTokenNames|String]:

selectionVRotorStill = "tailRotorStatic";

selectionVRotorMove

[[StringTokenNames|String]:

selectionVRotorMove = "tailRotorBlurred";

size

Float:

   size = 0.500000;

side

[[IntegerTokenNames|Integer]: The side, when declared, sets the 'vehicle' on 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 WEST 0
#define EAST 1
#define CIVILIAN 2
#define NOSIDE 3
etc...
 side = EAST;

simulation

String: The engine behaviour with this #model.

simulation = "SeaGull";// campfire,house, etc

singSound

Array: normally for a bird see #sound...

singSound[] = {"\AddonName\SoundFile.ogg",0.031623,1,1};

showgunneroptics

Boolean:

 showgunneroptics = 0;

sound...

also see #flySound , #singSound

soundCrash

[[ArrayTokenNames|Array]:

 soundCrash[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

soundDammage

[[ArrayTokenNames|Array]:

 soundDammage[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

soundEngine

[[ArrayTokenNames|Array]:

 soundEngine[] = {"\AnyAddon\AnySound(.wss)",5.623414,1};

soundEnviron

[[ArrayTokenNames|Array]:

 soundEnviron[] = {"\AnyAddon\AnySound(.wss)",0.100000,1.000000};

SoundGetIn

[[ArrayTokenNames|Array]:

 SoundGetIn[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

soundGetOut

[[ArrayTokenNames|Array]:

 soundGetOut[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

soundLandCrash

[[ArrayTokenNames|Array]:

 soundLandCrash[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

soundServo

[[ArrayTokenNames|Array]:

 soundServo[] = {"\AnyAddon\AnySound(.wss)",0.100000,1.000000};

soundWaterCrash

[[ArrayTokenNames|Array]

 soundWaterCrash[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

source

[[StringTokenNames|String]: found in animationSources

   source = "reload";

straightDistance

Used in: cfgNonAiVehicles

INTEGER:

straightDistance = 50;

supplyRadius

Float: new In meters. This token-name lets cars (eg) fill from petrol stations (eg) without having to bang into them, or be at 'exact' angles.

 supplyRadius = 2.500000;


T


turning

Used in: cfgNonAiVehicles

Boolean: (i think)

turning = 1;

threat

[[ArrayTokenNames|Array]: This three element array reperesents the threat this 'vehicle' has to the enemy ai.

The 3 components of the 'threat' are land threat, air threat, sea threat. In the exampe below for a cobra. It is not too dangerous for land 'vehicles' (men and machines) bit deadly against other air vehicles and nasty to boats.

The ai for this model selects targets of opportunity, based on these values.

 threat[] = {0.300000,1,0.800000};

see #type

transport...

transportAmmo

[[IntegerTokenNames|Integer]: Amount of difffernt ammo types this vehicle can carry.

 transportAmmo = 0;

transportSoldier

[[IntegerTokenNames|Integer]: Number of units this vehicle can carry.

 transportSoldier = 13;

transportMaxMagazines

[[IntegerTokenNames|Integer]:

transportMaxMagazines = 150;

transportMaxWeapons

[[IntegerTokenNames|Integer]:

 transportMaxWeapons = 30;

typicalCargo

[[ArrayTokenNames|Array]: variable strings. Preloads veicle with units (if auto)

 typicalCargo[] = {"Soldier","Soldier","SoldierLAW","SoldierLAW"};


type

[[IntegerTokenNames|Integer]: 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 LAND 0
#define SEA  1
#define AIR  2
 type = AIR;

see #threat



V


viewGunnerShadow

Boolean: part of Turret class

  viewGunnerShadow = 1;

vehicleClass

[[StringTokenNames|String]: Used for Mission Editor basic category selection

 vehicleClass = "Air";


W


weapon

[[StringTokenNames|String]: found in animationSources

   weapon = "M197";

weapons[]

[[ArrayTokenNames|Array]: an array of selectable weaponry for the given 'vehicle'

  weapons[] = {"FFARLauncher","TwinM134"};

wheelSteeringSensitivity

Float

 wheelSteeringSensitivity = 0.500000;