Targeting Config Reference – Arma 3

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(Updated possible values, added some related parameters, updated irrelevant/fixed suggestions (requested by oukej))
(Updated some values, sorted values through alphabetical order)
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[[Category:Arma 3: Editing]]
[[Category:Arma 3: Editing]]


== Arma 3 Locking Review ==
= Arma 3 Locking Review =
{{Cfg ref|start}}
{{Cfg ref|abc}}
== [[CfgAmmo_Config_Reference|CfgAmmo]] ==
=== A ===


==== airLock ====
Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.


[[TokenNameValueTypes|Integers]]
<syntaxhighlight lang="c">
airLock = 0; // Cannot target air units
airLock = 1; // Can target air and ground units
airLock = 2; // Can target air units ONLY
</syntaxhighlight>


==== artilleryLock ====
Can lock onto ArtilleryTarget object (created by the Artillery Computer).


=== New tech ===
[[TokenNameValueTypes|Boolean]]
 
<syntaxhighlight lang="c">
New means with TKOH (Hinds) and A3. Or new since A2/OA.
artilleryLock = 0;
artilleryLock = 1;
</syntaxhighlight>


==== autoSeekTarget ====
Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.


[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
autoSeekTarget = 0;
autoSeekTarget = 1;
</syntaxhighlight>


=== C ===


==== [[CfgAmmo_Config_Reference|CfgAmmo]] ====
==== cmImmunity ====
Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). 1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.


[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
cmImmunity = 0; // Projectile loses its target immediately after CM launch
cmImmunity = 1; // Projectile is immune to countermeasures
</syntaxhighlight>


=== I ===


===== missileLockCone =====
==== irLock ====
Can lock all air/ground vehicles (irTarget=1/true).


missileLockCone = float; // 0 to 360
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
irLock = 0;
irLock = 1;
</syntaxhighlight>


Specifies the maximum angle relative to the vehicle's front at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).
=== L ===


===== lockSeekRadius =====
==== laserLock ====
Can lock on LaserTarget objects (laserTarget = 1/true).


lockSeekRadius = float;
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
irLock = 0;
irLock = 1;
</syntaxhighlight>


==== lockSeekRadius ====
Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.
Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.


===== autoSeekTarget =====
[[TokenNameValueTypes|Float]]
 
<syntaxhighlight lang="c">
autoSeekTarget = bool;
lockSeekRadius = 100; // Current value for all
</syntaxhighlight>


Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.
==== lockType ====
Defines ammo dependance on weapon lock. Only works for missiles.


===== lockType =====
[[TokenNameValueTypes|Integers]]
<syntaxhighlight lang="c">
lockType = 0; // Fire and Forget, currently all guided weapons
lockType = 1; // Maintain lock
lockType = 2; // Manualy guided
</syntaxhighlight>


lockType = [0,1,2];
=== M ===


For guided missiles
==== maneuvrability ====
* 0 = fireAndForgetLT (current system)
Defines how much the missile is able to turn / how well it can be controlled during the flight.
* 1 = keepLockedLT (not yet done)
* 2 = manualLT (manualy guided)
 
===== airLock =====
 
airLock = [0,1,2];
 
Can target flying objects.
* 0 = lockGroundTT (air lock disabled)
* 1 = lockAirGroundTT (air and ground lock)
* 2 = lockAirTT (air only lock ('''NEW'''))
 
Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.
 
 
 
 
==== [[CfgWeapons_Config_Reference|CfgWeapons]] ====
 
Nothing new so far.
 
 
 
 
==== [[CfgVehicles_Config_Reference|CfgVehicles]] ====
 
 
 
 
===== allowTabLock =====
 
allowTabLock = bool;
 
Vehicle turret setting. Determines if TAB lock is enabled.
 
===== showAllTargets =====
 
showAllTargets = [0,1,2,4];
 
Vehicle turret setting. Displays/marks all known lockable targets in the HUD as rectangles.
 
* 0 = showAllNo (current system)
* 1 = showAllCadet (show extended if HUD is enabled)
* 2 = showAllYes (always show)
* 4 = showAllLaser (only shows laser targets)
 
 
 
 
=== Existing tech ===
 
 
 
 
==== [[CfgAmmo_Config_Reference|CfgAmmo]] ====
 
 
 
 
===== irLock =====
 
irLock = bool;
 
Can lock vehicle with irTarget=1/true.
 
===== laserLock =====
 
laserLock = bool;
 
Can lock onto LaserTarget object (which are created using laser Designator - both by infantry or vehicles).
 
===== nvLock =====
 
nvLock = bool;
 
Can lock onto NVTarget object (ie NVG marker that infantry can throw a grenade).
 
===== artilleryLock =====
 
artilleryLock = bool;


Can lock onto ArtilleryTarget object (creates the Fire command).
[[TokenNameValueTypes|Float]]
 
<syntaxhighlight lang="c">
===== manualControl =====
maneuvrability = 1;  // Default value
 
maneuvrability = 20; // MissileBase
manualControl = bool;
maneuvrability = 16; // BombCore
maneuvrability = 4;  // NLAW missile
maneuvrability = 14; // SCALPEL missile
</syntaxhighlight>


==== manualControl ====
Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.
Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.


===== maxControlRange =====
[[TokenNameValueTypes|Boolean]]
 
<syntaxhighlight lang="c">
maxControlRange = float;
manualControl = 0; // Default value
manualControl = 1; // Titan AT missile
</syntaxhighlight>


How far one can manually control the missile - during maxControlRange <10 unguided rockets are all
==== maxControlRange ====
Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.


===== maneuvrability =====
[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
maxControlRange = 4000; // MissileBase
maxControlRange = 5000; // Titan AT missile
</syntaxhighlight>


maneuvrability = float;
==== missileLockCone ====
Specifies the maximum angle relative to the ammo current direction at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).


Defines how much the missile is able to turn / how well it can be controlled during the flight.
[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
missileLockCone = 5;  // DAGR
missileLockCone = 180; // GBU-12
missileLockCone = 50;  // Default (MissileCore)
</syntaxhighlight>


===== trackLead =====
==== nvLock ====
Can lock onto NVTarget objects (IR-Grenades thrown by infantry).


trackLead = [0,1];
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
nvLock = 0; // Default
nvLock = 1; // GBU-12
</syntaxhighlight>


​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.
=== S ===
 
* 1 = Means this computation result is used 100%
* 0 = Means it is not used at all
 
===== trackOversteer =====
 
trackOversteer = float;
 
Simulates the analogue controls used in missiles, where it reacts directly to the target's relative position by adjusting its flight direction.
 
* 1 = no oversteer / Means the missile always tries to direct itself directly at the target.
* 0 = ???
 
===== sideAirFriction =====
 
sideAirFriction = float;


==== sideAirFriction ====
Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.
Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.


[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
sideAirFriction = 0.001; // Default (MissileBase)
sideAirFriction = 0.1;  // Titan AA
</syntaxhighlight>


=== T ===


==== trackLead ====
​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.


==== [[CfgWeapons_Config_Reference|CfgWeapons]] ====
[[TokenNameValueTypes|Float]]
 
<syntaxhighlight lang="c">
 
trackLead = 1; // Missile intercepts
trackLead = 0; // Missile follows
</syntaxhighlight>


==== trackOversteer ====
Simulates manoeuvering errors of the missile.


===== ballisticsComputer =====
[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
trackOversteer = 1; // Missiles flies straight to its target
trackOversteer = 0; // Missile never hits its target
</syntaxhighlight>


ballisticsComputer = [0,1,2];


== [[CfgWeapons_Config_Reference|CfgWeapons]] ==
=== B ===
==== ballisticsComputer ====
Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.
Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.
''Note that since v.135532, you don't need the weapon to be able to canLock > 0, only xxScanner values are taken into account.''
''Note that since v.135532, you don't need the weapon to be able to canLock > 0, only xxScanner values are taken into account.''


* 0 = disabled
[[TokenNameValueTypes|Integrer]]
* 1 = Arma2 TAB lock results in zeroed scope,  Arrowhead: added also manual zeroing (PgUp/PgDwn)
<syntaxhighlight lang="c">
* 2 = Arrowhead: only manual zeroing (PgUp/PgDwn)
ballisticsComputer = 0; // Disabled
ballisticsComputer = 1; // Manual zeroing and automatic adjustment for locked targets
ballisticsComputer = 2; // Manual zeroing ONLY
</syntaxhighlight>


===== canLock =====
=== C ===
==== canLock ====
Determines if the weapon can lock onto targets allowed by the ammunition it uses.


canLock = [0,1,2];
[[TokenNameValueTypes|Integrer]]
 
<syntaxhighlight lang="c">
Determines if the weapon can lock onto targets.
canLock = 0; // Disabled
 
canLock = 1; // Locks only on lower difficulties (Recruit, Cadet)
* 0 = can not lock
canLock = 2; // Always locks
* 1 = can be targeted at a lower/cadet difficulty (Recruit + Regular)
</syntaxhighlight>
* 2 = can always lock
 
===== lockAcquire =====
 
lockAcquire = bool;


=== L ===
==== lockAcquire ====
Determines if rocket launcher locks automatically a target or player has to use RMB.
Determines if rocket launcher locks automatically a target or player has to use RMB.


* 0 = automaticLA (current rocket launcher system)
[[TokenNameValueTypes|Boolean]]
* 1 = manually (use RMB)
<syntaxhighlight lang="c">
 
lockAcquire = 0; // automatic acquisition of the closest target in missileLockCone
===== weaponLockDelay =====
lockAcquire = 1; // player has to select a target himself
 
</syntaxhighlight>
weaponLockDelay = float;
 
Determines in seconds how long it takes before the gun reaches LOCKED after marking targets with TAB/RMB.
 
===== weaponLockSystem =====
 
weaponLockSystem = [0-15];
 
Set the weapon's locking technology - determines which signature a CM system can notice. Can be multiple at the same time.
 
* 0 = None
* 1 = CM_Lock_Visual
* 2 = CM_Lock_IR
* 4 = CM_Lock_Laser
* 8 = CM_Lock_Radar
 
===== cmImmunity =====
 
cmImmunity = [0-1];
 
Determines the probability of not getting distracting by a CM. Flares and chaffs are dropped in pairs, while smokes are single.
 
* CMImmunity_GOOD = 0.8 (for pair of flares its 0.64, for four 0.4)
* CMImmunity_MIDDLE = 0.65 (for pair of flares its 0.4, for four 0.16)
* CMImmunity_BAD = 0.5 (for pair of flares its 0.25 , for four 0.06)
 
===== lockingTargetSound =====
 
lockingTargetSound[] = {"pathTo/sound.wss",2,1};


==== lockingTargetSound ====
Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking.
Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking.
Note the sound is only played if the weapon is a missile.
Note the sound is only played if the weapon is a missile.
The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).
===== lockedTargetSound =====


lockedTargetSound[] = {"pathTo/sound.wss",2,1};
Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}
<syntaxhighlight lang="c">
lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1}; // Used in missiles_DAGR
</syntaxhighlight>


==== lockedTargetSound ====
Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire.
Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire.
Note the sound is only played if the weapon is a missile.
Note the sound is only played if the weapon is a missile.
The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).


Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}
<syntaxhighlight lang="c">
lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,4};
</syntaxhighlight>


=== W ===
==== weaponLockDelay ====
Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.


==== [[CfgVehicles_Config_Reference|CfgVehicles]] ====
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
weaponLockDelay = 0; // Immediate lock if the locking conditions are met
weaponLockDelay = 3; // Most of the guided weapons
</syntaxhighlight>


==== weaponLockSystem ====
Defines the type of sensor signature this weapon will emit while locking. The target can then detect it and alert the driver/pilot if its vehicle is equipped with appropriate lockDetectionSystem.


[[TokenNameValueTypes|Integrers]]
<syntaxhighlight lang="c">
weaponLockSystem = 0; // Undetectable lock
weaponLockSystem = 1; // Visual/Contrast lock
weaponLockSystem = 2; // Infra-red lock
weaponLockSystem = 4; // Laser lock
weaponLockSystem = 8; // Radar lock
weaponLockSystem = 2+4; // Lock types can be combined (in this case, IR and Laser lock)
</syntaxhighlight>


== [[CfgVehicles_Config_Reference|CfgVehicles]] ==
=== A ===
==== allowTabLock ====
If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment).
Can be used for driver, or each individual turret.


===== radarType =====
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
allowTabLock = 0; // Tab-lock disabled
allowTabLock = 1; // Most of the vehicles
</syntaxhighlight>


radarType = [0,1,2,4,8];
==== alwaysTarget ====
Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).


* 0 = none
[[TokenNameValueTypes|Boolean]]
* 1 = tactical display
<syntaxhighlight lang="c">
* 2 = vehicle radar
alwaysTarget = 0;
* 4 = air radar
alwaysTarget = 1; // VR Targets
* 8 = air radar, disabled in Veteran/Mercenary difficulty
</syntaxhighlight>


===== lockDetectionSystem =====
==== artilleryScanner ====
Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.


lockDetectionSystem = [0-15];
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
artilleryScanner = 0;
artilleryScanner = 1; // Artillery vehicles/mortars
</syntaxhighlight>


Determines which weapon's lock type the vehicle can detect.
==== artilleryTarget ====
Only used by ArtilleryTarget class objects, created by the Artillery Computer. These can be locked by projectiles with artilleryLock = 1;


* 0 = None
[[TokenNameValueTypes|Boolean]]
* 1 = CM_Lock_Visual
<syntaxhighlight lang="c">
* 2 = CM_Lock_IR
artilleryTarget = 0;
* 4 = CM_Lock_Laser
artilleryTarget = 1;
* 8 = CM_Lock_Radar
</syntaxhighlight>
 
===== incomingMissileDetectionSystem =====
 
incomingMissileDetectionSystem = [0,16];
 
Determines what type of incoming missile can be detected (and shown on the radar?).
 
* 0 = None
* 16 = CM_Missile
 
===== xxxCanSee =====
 
xxxCanSee = [0-65];
 
UNKOWN


=== C ===
==== xxxCanSee ====
Defines specific tools/sensors for the AI/players when on a specific seat.
* 1 = CanSeeRadar
* 1 = CanSeeRadar
* 2 = CanSeeEye
* 2 = CanSeeEye
Line 301: Line 295:
* 32 = CanSeePeripheral
* 32 = CanSeePeripheral


===== irScanXXX =====
[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
driverCanSee = 2+8+16; // The driver of this vehicle can see and hear enemies and use its compass
gunnerCanSee = 1+4+16; // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass
commanderCanSee = 31; // The commander of this vehicle can see and use all its tools
</syntaxhighlight>
 
=== I ===
==== incomingMissileDetectionSystem ====
Determines what type of incoming missile can be detected (and shown on the radar?).


irScanToEyeFactor = float;
[[TokenNameValueTypes|Integrers]]
irScanRangeMin = float;
<syntaxhighlight lang="c">
irScanRangeMax = float;
incomingMissileDetectionSystem = 0; // No missile start detection
incomingMissileDetectionSystem = 16; // Alerts the pilot/driver if a missile is launched against his vehicle
</syntaxhighlight>


==== irScanXXX ====
Those settings can be used instead of irScanRange to make IR scan dange depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be acomplished by setting both irScanRangeMin and irScanRangeMax to the same value.
Those settings can be used instead of irScanRange to make IR scan dange depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be acomplished by setting both irScanRangeMin and irScanRangeMax to the same value.


Line 316: Line 322:


Where visiblity_range is basically a drawing distance, but may be shortenet by rain or fog.
Where visiblity_range is basically a drawing distance, but may be shortenet by rain or fog.
[[TokenNameValueTypes|Float]]
<syntaxhighlight lang="c">
irScanToEyeFactor = 1;
irScanRangeMin = 200;
irScanRangeMax = 1000;
</syntaxhighlight>


===== irScanGround =====
==== irScanGround ====
NEEDS CONFIRMATION : Used by AA platforms to prioritize air targets instead of ground targets.


irScanGround = bool;
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
irScanGround = 0; // B_APC_Tracked_01_AA_F, O_APC_Tracked_02_AA_F
irScanGround = 1; // Every other vehicle
</syntaxhighlight>


UNKOWN
==== irTarget ====
Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat.
Note you don't have to specify irScanner, all vehicles can detect, mark and lock IR targets.


===== laserScanner =====
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
irTarget = 0; // Buildings, men, static defenses, etc...
irTarget = 1; // Ground/Air vehicles
</syntaxhighlight>


laserScanner = bool;
=== L ===
==== laserScanner ====
Defines if the vehicle is able to detect and lock laser targets (for example, CAS jets, gunships).


Defines if the vehicle is able to detect and lock laser targets (used by hand-carried Laser Designators, drones, remote turrets).
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
laserScanner = 0;
laserScanner = 1;
</syntaxhighlight>


===== nvScanner =====
==== laserTarget ====
Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.


nvScanner = bool;
[[TokenNameValueTypes|Boolean]]
<syntaxhighlight lang="c">
laserTarget = 0;
laserTarget = 1;
</syntaxhighlight>


Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).
==== lockDetectionSystem ====
Defines the type of sensor signature this vehicle can detect when its locked. Weapons can be configured to emit these signatures with weaponLockSystem.


===== artilleryScanner =====
[[TokenNameValueTypes|Integrers]]
<syntaxhighlight lang="c">
lockDetectionSystem = 0; // Undetectable lock
lockDetectionSystem = 1; // Visual/Contrast lock
lockDetectionSystem = 2; // Infra-red lock
lockDetectionSystem = 4; // Laser lock
lockDetectionSystem = 8; // Radar lock
lockDetectionSystem = 2+4; // Lock types can be combined (in this case, IR and Laser lock)
</syntaxhighlight>


artilleryScanner = bool;
=== N ===
==== nvScanner ====
Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).


Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.
[[TokenNameValueTypes|Boolean]]
 
<syntaxhighlight lang="c">
===== laserTarget =====
nvScanner = 0;
 
nvScanner = 1;
laserTarget = bool;
</syntaxhighlight>
 
Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.
 
===== nvTarget =====
 
nvTarget = bool;


==== nvTarget ====
Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.
Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.


===== irTarget =====
[[TokenNameValueTypes|Boolean]]
 
<syntaxhighlight lang="c">
irTarget = bool;
nvTarget = 0;
 
nvTarget = 1;
Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat.
</syntaxhighlight>
 
===== alwaysTarget =====
 
alwaysTarget = bool;
 
Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).
 


=== R ===
==== radarType ====
Defines the type of radar HUD the vehicle will use.


[[TokenNameValueTypes|Integrers]]
<syntaxhighlight lang="c">
radarType = 0; // No radar
radarType = 1; // Tactical display
radarType = 2; // Vehicle radar
radarType = 4; // Air radar
radarType = 8; // Air radar, enabled only in Regular/Cadet difficulties
</syntaxhighlight>


=== S ===
==== showAllTargets ====
Vehicle/turret setting. Displays all known lockable targets in the HUD.


=== Suggestions ===
[[TokenNameValueTypes|Integrers]]
<syntaxhighlight lang="c">
showAllTargets = 0; //showAllNo (current system)
showAllTargets = 1; //showAllCadet (show extended if HUD is enabled)
showAllTargets = 2; //showAllYes (always show)
showAllTargets = 4; //showAllLaser (only shows laser targets)
</syntaxhighlight>


==== showCrewAim ====
Vehicle/turret setting. Displays gunner/commander turret aimpoints on the HUD.


[[TokenNameValueTypes|Integrers]]
<syntaxhighlight lang="c">
showCrewAim = 0; // disabled
showCrewAim = 1; // show primary gunner
showCrewAim = 2; // show commander
showCrewAim = 4; // show all
showCrewAim = 1+2+4; // values can be combined
</syntaxhighlight>




== Suggestions ==
==== Config only work ====
==== Config only work ====


===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops =====
===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops =====
Line 469: Line 531:
Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target.
Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target.


===== Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1 =====
===== Vehicles with irScanToEyeFactor=1 can lock beyond object drawing distance =====


URL: [https://dev-heaven.net/issues/37331]
URL: [https://dev-heaven.net/issues/37331]
Line 553: Line 615:
Comment: Should be present already in A3, yet further tweaks/improvements would be useful.
Comment: Should be present already in A3, yet further tweaks/improvements would be useful.


{{Cfg ref|end}}
==== Related ====
==== Related ====
* [[CfgAmmo_Config_Reference|CfgAmmo]]
* [[CfgAmmo_Config_Reference|CfgAmmo]]
* [[Weapon Settings]]
* [[Weapon Settings]]
* [[CfgWeapons_Config_Reference|CfgWeapons]]
* [[CfgWeapons_Config_Reference|CfgWeapons]]
* [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[CfgVehicles_Config_Reference|CfgVehicles]]

Revision as of 17:34, 20 April 2016


Arma 3 Locking Review

Template:Cfg ref Template:Cfg ref

CfgAmmo

A

airLock

Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.

Integers

airLock = 0; // Cannot target air units
airLock = 1; // Can target air and ground units
airLock = 2; // Can target air units ONLY

artilleryLock

Can lock onto ArtilleryTarget object (created by the Artillery Computer).

Boolean

artilleryLock = 0; 
artilleryLock = 1;

autoSeekTarget

Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.

Boolean

autoSeekTarget = 0;
autoSeekTarget = 1;

C

cmImmunity

Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). 1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.

Boolean

cmImmunity = 0; // Projectile loses its target immediately after CM launch
cmImmunity = 1; // Projectile is immune to countermeasures

I

irLock

Can lock all air/ground vehicles (irTarget=1/true).

Boolean

irLock = 0;
irLock = 1;

L

laserLock

Can lock on LaserTarget objects (laserTarget = 1/true).

Boolean

irLock = 0;
irLock = 1;

lockSeekRadius

Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.

Float

lockSeekRadius = 100; // Current value for all

lockType

Defines ammo dependance on weapon lock. Only works for missiles.

Integers

lockType = 0; // Fire and Forget, currently all guided weapons
lockType = 1; // Maintain lock
lockType = 2; // Manualy guided

M

maneuvrability

Defines how much the missile is able to turn / how well it can be controlled during the flight.

Float

maneuvrability = 1;  // Default value
maneuvrability = 20; // MissileBase
maneuvrability = 16; // BombCore
maneuvrability = 4;  // NLAW missile
maneuvrability = 14; // SCALPEL missile

manualControl

Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.

Boolean

manualControl = 0; // Default value
manualControl = 1; // Titan AT missile

maxControlRange

Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.

Float

maxControlRange = 4000; // MissileBase
maxControlRange = 5000; // Titan AT missile

missileLockCone

Specifies the maximum angle relative to the ammo current direction at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).

Float

missileLockCone = 5;   // DAGR
missileLockCone = 180; // GBU-12
missileLockCone = 50;  // Default (MissileCore)

nvLock

Can lock onto NVTarget objects (IR-Grenades thrown by infantry).

Boolean

nvLock = 0; // Default
nvLock = 1; // GBU-12

S

sideAirFriction

Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.

Float

sideAirFriction = 0.001; // Default (MissileBase)
sideAirFriction = 0.1;   // Titan AA

T

trackLead

​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.

Float

trackLead = 1; // Missile intercepts
trackLead = 0; // Missile follows

trackOversteer

Simulates manoeuvering errors of the missile.

Float

trackOversteer = 1; // Missiles flies straight to its target
trackOversteer = 0; // Missile never hits its target


CfgWeapons

B

ballisticsComputer

Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. Note that since v.135532, you don't need the weapon to be able to canLock > 0, only xxScanner values are taken into account.

Integrer

ballisticsComputer = 0; // Disabled
ballisticsComputer = 1; // Manual zeroing and automatic adjustment for locked targets
ballisticsComputer = 2; // Manual zeroing ONLY

C

canLock

Determines if the weapon can lock onto targets allowed by the ammunition it uses.

Integrer

canLock = 0; // Disabled
canLock = 1; // Locks only on lower difficulties (Recruit, Cadet)
canLock = 2; // Always locks

L

lockAcquire

Determines if rocket launcher locks automatically a target or player has to use RMB.

Boolean

lockAcquire = 0; // automatic acquisition of the closest target in missileLockCone
lockAcquire = 1; // player has to select a target himself

lockingTargetSound

Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1}; // Used in missiles_DAGR

lockedTargetSound

Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,4};

W

weaponLockDelay

Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.

Boolean

weaponLockDelay = 0; // Immediate lock if the locking conditions are met
weaponLockDelay = 3; // Most of the guided weapons

weaponLockSystem

Defines the type of sensor signature this weapon will emit while locking. The target can then detect it and alert the driver/pilot if its vehicle is equipped with appropriate lockDetectionSystem.

Integrers

weaponLockSystem = 0; // Undetectable lock
weaponLockSystem = 1; // Visual/Contrast lock
weaponLockSystem = 2; // Infra-red lock
weaponLockSystem = 4; // Laser lock
weaponLockSystem = 8; // Radar lock
weaponLockSystem = 2+4; // Lock types can be combined (in this case, IR and Laser lock)

CfgVehicles

A

allowTabLock

If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment). Can be used for driver, or each individual turret.

Boolean

allowTabLock = 0; // Tab-lock disabled
allowTabLock = 1; // Most of the vehicles

alwaysTarget

Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).

Boolean

alwaysTarget = 0;
alwaysTarget = 1; // VR Targets

artilleryScanner

Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.

Boolean

artilleryScanner = 0;
artilleryScanner = 1; // Artillery vehicles/mortars

artilleryTarget

Only used by ArtilleryTarget class objects, created by the Artillery Computer. These can be locked by projectiles with artilleryLock = 1;

Boolean

artilleryTarget = 0;
artilleryTarget = 1;

C

xxxCanSee

Defines specific tools/sensors for the AI/players when on a specific seat.

  • 1 = CanSeeRadar
  • 2 = CanSeeEye
  • 4 = CanSeeOptics
  • 8 = CanSeeEar
  • 16 = CanSeeCompass
  • 1+16 = CanSeeRadarC
  • 31 = CanSeeAll
  • 32 = CanSeePeripheral

Float

driverCanSee = 2+8+16; // The driver of this vehicle can see and hear enemies and use its compass
gunnerCanSee = 1+4+16; // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass
commanderCanSee = 31; // The commander of this vehicle can see and use all its tools

I

incomingMissileDetectionSystem

Determines what type of incoming missile can be detected (and shown on the radar?).

Integrers

incomingMissileDetectionSystem = 0;  // No missile start detection
incomingMissileDetectionSystem = 16; // Alerts the pilot/driver if a missile is launched against his vehicle

irScanXXX

Those settings can be used instead of irScanRange to make IR scan dange depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be acomplished by setting both irScanRangeMin and irScanRangeMax to the same value.

If there is no irScanRange, IR scan range is calculated as:

scanRange = visibility_range * irScanToEyeFactor;
if (scanRange<irScanRangeMin) scanRange = irScanRangeMin;
if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;

Where visiblity_range is basically a drawing distance, but may be shortenet by rain or fog. Float

irScanToEyeFactor = 1;
irScanRangeMin = 200;
irScanRangeMax = 1000;

irScanGround

NEEDS CONFIRMATION : Used by AA platforms to prioritize air targets instead of ground targets.

Boolean

irScanGround = 0; // B_APC_Tracked_01_AA_F, O_APC_Tracked_02_AA_F
irScanGround = 1; // Every other vehicle

irTarget

Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat. Note you don't have to specify irScanner, all vehicles can detect, mark and lock IR targets.

Boolean

irTarget = 0; // Buildings, men, static defenses, etc...
irTarget = 1; // Ground/Air vehicles

L

laserScanner

Defines if the vehicle is able to detect and lock laser targets (for example, CAS jets, gunships).

Boolean

laserScanner = 0;
laserScanner = 1;

laserTarget

Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.

Boolean

laserTarget = 0;
laserTarget = 1;

lockDetectionSystem

Defines the type of sensor signature this vehicle can detect when its locked. Weapons can be configured to emit these signatures with weaponLockSystem.

Integrers

lockDetectionSystem = 0; // Undetectable lock
lockDetectionSystem = 1; // Visual/Contrast lock
lockDetectionSystem = 2; // Infra-red lock
lockDetectionSystem = 4; // Laser lock
lockDetectionSystem = 8; // Radar lock
lockDetectionSystem = 2+4; // Lock types can be combined (in this case, IR and Laser lock)

N

nvScanner

Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).

Boolean

nvScanner = 0;
nvScanner = 1;

nvTarget

Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.

Boolean

nvTarget = 0;
nvTarget = 1;

R

radarType

Defines the type of radar HUD the vehicle will use.

Integrers

radarType = 0; // No radar
radarType = 1; // Tactical display
radarType = 2; // Vehicle radar
radarType = 4; // Air radar
radarType = 8; // Air radar, enabled only in Regular/Cadet difficulties

S

showAllTargets

Vehicle/turret setting. Displays all known lockable targets in the HUD.

Integrers

showAllTargets = 0; //showAllNo (current system)
showAllTargets = 1; //showAllCadet (show extended if HUD is enabled)
showAllTargets = 2; //showAllYes (always show)
showAllTargets = 4; //showAllLaser (only shows laser targets)

showCrewAim

Vehicle/turret setting. Displays gunner/commander turret aimpoints on the HUD.

Integrers

showCrewAim = 0; // disabled
showCrewAim = 1; // show primary gunner
showCrewAim = 2; // show commander
showCrewAim = 4; // show all
showCrewAim = 1+2+4; // values can be combined


Suggestions

Config only work

Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops

URL: [1]

HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.

FFARs should be operated by pilot

URL: [2]

HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition.

Improve helicopter main gun dispersion

URL: [3]

HowTo: Tweak dispersion value.

Many missiles are flying too fast

URL: [4]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

CH-29 missiles burn out too quickly

URL: [5]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only

URL: [6]

HowTo: Set airLock=0 for M_Vikhr_AT (cfgAmmo). For A3 these might be relevant: M_Titan_AT, M_NLAW_AT, M_Air_AA and subclasses.

Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra)

URL: [7]

HowTo: Set canLock=1 and manualControl=1 or add Laserdesignator_mounted and irLock=0 (or Make laserLock and nvLock independant to canLock).

See also: Cannot acquire laser target for BAF Wildcat CRV-7 PG rockets if "Auto guide AT" is turned off in difficulty

Beeping noise when acquiring missile lock is WAY too loud

URL: [8]

HowTo: Improve soundLocked[] sound file.

Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided

URL: [9]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

Refleks and arkan missiles cannot be guided manually, only with auto-guiding

URL: [10]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

Locking delay is too short for most missile launchers

URL: [11]

HowTo: Adjust weaponLockDelay from 3 to higher values per missile.

Equip more vehicles with a laser weapon - Laser FCS (Firing Control System)

URL: [12]

HowTo: Add Laserdesignator_mounted weapon to more vehicles.


Require engine changes

Ordered by assumed priority (first is highest) and hopefully limited effort.

Add option to disable friend-foe radar signature (difficulty setting)

URL: [13]

Comment: To keep it for lower difficulty, but allow more realistic and better gameplay in Veteran Expert. Could be linked closely with the suggested IFF changes.

Add difficulty option to hide the locking cursor

URL: [14]

Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target.

Vehicles with irScanToEyeFactor=1 can lock beyond object drawing distance

URL: [15]

Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance.

Airborne chopper to be rendered in larger distances

URL: [16]

Comment: Ondrej: The rationale why only planes and not helis that planes are mostly flying higher, and there are less planes in the mission, but in principle the solution can be easily extended for helis as well later.

Improve radar and friend-foe-identification (IFF) simulation

URL: [17]

Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time.

irScanGround = 0/false does not limit radar/target identification to air vehicles

URL: [18]

Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it.

Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out

URL: [19]

Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too.

Disperion for rockets

URL: [20]

Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay.

Improve countermeasures and warning system

URL: [21]

Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues.

Missiles don't lead moving optical/laser targets

URL: [22]

Comment: Very important for manual guidance of missiles.

SACLOS guidance unrealistic

URL: [23]

Comment: Very important for manual guidance of missiles.

ballisticsComputer calculation uses inverted target lateral velocity when facing south

URL: [24]

Comment: This bug should be finally fixed.

Locking of _guided missiles_ does not work as pilot without gunner

URL: [25]

Comment: Useful for lower difficulty settings.

Add additional "preparation" time when selecting launchers

URL: [26]

Comment: To make infantry launcher use non as simplistic/gamey.

Make fuseDistance config entry working for Rockets/Missiles/RPGs

URL: [27]

Comment: Useful tweak.

Add more damagable systems and indicators for fixed-wing-aircraft

URL: [28]

Comment: Should be present already in A3, yet further tweaks/improvements would be useful.

Template:Cfg ref

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