CfgWorlds Config Reference – Arma 3

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[[Category:Arma 3: Editing]]
{{Feature|warning|This reference page was created for {{arma3}} v1.66+, some fields may not exist in prior games and versions.}}
{{warning | This reference page was created for Arma 3  v1.66+, some fields may not exist in prior games and versions.}}
{{ConfigPage|start}}
{{Cfg ref|start}}
{{ConfigPage|abc}}
{{Cfg ref|abc}}


===A===
=== A ===


====class AmbientA3====
==== class AmbientA3 ====
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class AmbientA3
class AmbientA3
{
{
    maxCost = 500;                     //max. cost of all animals spawned by the ambient system
maxCost = 500; // max. cost of all animals spawned by the ambient system


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


        class Species
class Species
        {
{
            class Animal_config_class     //class of animal from CfgVehicles
class Animal_config_class // class of animal from CfgVehicles
            {
{
                maxCircleCount = 5;       //expression - max. number of a given kind in testing circle
maxCircleCount = 5; // expression - max. number of a given kind in testing circle
                maxWorldCount = 8;         //max. number of animals on map
maxWorldCount = 8; // max. number of animals on map
                cost = 3;                 //cost of animal
cost = 3; // cost of animal
                spawnCount = 1;           //how many animals should be spawned at once
spawnCount = 1; // how many animals should be spawned at once
                groupSpawnRadius = 10;     //radius for spawning of animal group
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
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
minAlt = -10; // if defined, an animal can be created only if [camera height above/under water/ground] > minAlt
            };
};
        };
};
    };
};
};
};
</syntaxhighlight>
</syntaxhighlight>
For more information visit the [[Arma_3_Animals:_Ambient_System|Ambient Animals System Page]]
For more information visit the [[Arma_3_Animals:_Ambient_System|Ambient Animals System Page]]


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


====aroundSunCoefExponent====
==== aroundSunCoefExponent ====
{{GVI|arma3|1.60}}
{{GVI|arma3|1.60}}
[[TokenNameValueTypes|Float]]: Modifiers of around sun coefficient for pixel shader computations.
[[TokenNameValueTypes|Float]]: Modifiers of around sun coefficient for pixel shader computations.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefExponent = "12.0f"; //value used by BI in all A3 terrains
aroundSunCoefExponent = "12.0f"; //value used by BI in all A3 terrains
</syntaxhighlight>
</syntaxhighlight>


====aroundSunCoefMultiplier====
==== aroundSunCoefMultiplier ====
{{GVI|arma3|1.60}}
{{GVI|arma3|1.60}}
[[TokenNameValueTypes|Float]]: Modifiers of around sun coefficient for pixel shader computations.
[[TokenNameValueTypes|Float]]: Modifiers of around sun coefficient for pixel shader computations.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
// coef = pow(coef * _aroundSunCoefMultiplier, _aroundSunCoefExponent);
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
</syntaxhighlight>
</syntaxhighlight>


====author====
==== author ====
[[TokenNameValueTypes|String]]: Defines the author of the world, which is shown in the loading screen
[[TokenNameValueTypes|String]]: Defines the author of the world, which is shown in the loading screen
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
author = "$STR_A3_Bohemia_Interactive"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry
author = "$STR_A3_Bohemia_Interactive"; //value used by Tanoa, $STR_A3_Bohemia_Interactive corresponds to a stringtable entry
</syntaxhighlight>
</syntaxhighlight>


===C===
=== C ===
====causticsBrightnessCoef====
 
==== causticsBrightnessCoef ====
[[TokenNameValueTypes|Float]]: Brightness coefficient
[[TokenNameValueTypes|Float]]: Brightness coefficient
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
aroundSunCoefMultiplier = "1.4f"; //value used by BI in all A3 terrains
</syntaxhighlight>
</syntaxhighlight>


====causticsDepthFadeCoef====
==== causticsDepthFadeCoef ====
[[TokenNameValueTypes|Float]]: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...
[[TokenNameValueTypes|Float]]: Coef used for caustics intensity fading with depth (how fast the intensity fades with depth), 1.0 = linear, 2.0 = quadratic,...
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsDepthFadeCoef = "0.05f"; //value used by Tanoa
causticsDepthFadeCoef = "0.05f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsDepthLimit====
==== causticsDepthLimit ====
[[TokenNameValueTypes|Float]]: Depth limit (under water) for caustics drawing (in m)
[[TokenNameValueTypes|Float]]: Depth limit (under water) for caustics drawing (in m)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsDepthLimit = "80.0f"; //value used by Tanoa
causticsDepthLimit = "80.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsDistanceLimit====
==== causticsDistanceLimit ====
[[TokenNameValueTypes|Float]]: Distance limit for caustics drawing (in m)
[[TokenNameValueTypes|Float]]: Distance limit for caustics drawing (in m)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsDistanceLimit = "200.0f"; //value used by Tanoa
causticsDistanceLimit = "200.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsEnabled====
==== causticsEnabled ====
[[TokenNameValueTypes|Integer]]: Enable/disable caustics
[[TokenNameValueTypes|Integer]]: Enable/disable caustics
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsEnabled = 1; //value used by Tanoa
causticsEnabled = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTexture====
==== causticsTexture ====
[[TokenNameValueTypes|String]]: Caustics texture path
[[TokenNameValueTypes|String]]: Caustics texture path
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; //value used by Tanoa
causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureArea====
==== causticsTextureArea ====
[[TokenNameValueTypes|Float]]: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth
[[TokenNameValueTypes|Float]]: Length of the side of the rectangle, that covers one caustics texture (in meters) in zero depth
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureArea = "2.0f"; //value used by Tanoa
causticsTextureArea = "2.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureAreaDeep====
==== causticsTextureAreaDeep ====
[[TokenNameValueTypes|Float]]: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth [[CfgWorlds_Config_Reference#causticsDepthLimit|causticsDepthLimit]](causticsDepthLimit)
[[TokenNameValueTypes|Float]]: Length of the side of the rectangle, that covers one caustics texture (in meters) in max depth [[CfgWorlds_Config_Reference#causticsDepthLimit|causticsDepthLimit]](causticsDepthLimit)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureAreaDeep = "156.0f"; //value used by Tanoa
causticsTextureAreaDeep = "156.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureChangeInterval====
==== causticsTextureChangeInterval ====
[[TokenNameValueTypes|Float]]: Interval of texture change (in s)
[[TokenNameValueTypes|Float]]: Interval of texture change (in s)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureChangeInterval = "0.04f"; //value used by Tanoa
causticsTextureChangeInterval = "0.04f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureCount====
==== causticsTextureCount ====
[[TokenNameValueTypes|Integer]]: Number of caustics textures
[[TokenNameValueTypes|Integer]]: Number of caustics textures
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureCount = 32; //value used by Tanoa
causticsTextureCount = 32; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureDepthGranularity====
==== causticsTextureDepthGranularity ====
[[TokenNameValueTypes|Float]]: Distance (in meters) over which we interpolate two caustics textures (in different depth)
[[TokenNameValueTypes|Float]]: Distance (in meters) over which we interpolate two caustics textures (in different depth)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureDepthGranularity = "2.5f"; //value used by Tanoa
causticsTextureDepthGranularity = "2.5f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureMask====
==== causticsTextureMask ====
[[TokenNameValueTypes|String]]: Caustics texture mask path
[[TokenNameValueTypes|String]]: Caustics texture mask path
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; //value used by Tanoa
causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====causticsTextureNumRows====
==== causticsTextureNumRows ====
[[TokenNameValueTypes|Integer]]: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)
[[TokenNameValueTypes|Integer]]: Number of textures in one row in caustic texture (we suppose that number of rows and columns is the same)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
causticsTextureNumRows = 4; //value used by Tanoa
causticsTextureNumRows = 4; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====centerPosition[]====
==== centerPosition[] ====
[[TokenNameValueTypes|Array]]: Default center position
[[TokenNameValueTypes|Array]]: Default center position
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
centerPosition[] = {7228, 6987, 0}; //value used by Tanoa
centerPosition[] = {7228, 6987, 0}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clouds[]====
==== clouds[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
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
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
</syntaxhighlight>
</syntaxhighlight>


====class clutter====
==== class clutter ====
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class clutter
class clutter
{
{
    class YourClutterName: DefaultClutter
class YourClutterName : DefaultClutter
    {
{
        // Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)
// Determines the affection of the clutter to the wind (0 - stone, 1 - common grass)
        affectedByWind = 0;
affectedByWind = 0;
        // Path to your clutter model
// Path to your clutter model
        model = "path\to\your\clutter.p3d";
model = "path\to\your\clutter.p3d";
        // If colored by the ground, desired color relative to the ground
// If colored by the ground, desired color relative to the ground
        relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs
relativeColor[] = {1, 1, 1, 1}; //not used in any A3 Clutter configs
        // Maximal scale for random clutter scaling
// Maximal scale for random clutter scaling
        scaleMax = 1.0;
scaleMax = 1.0;
        // Minimal scale for random clutter scaling
// Minimal scale for random clutter scaling
        scaleMin = 0.5;
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
// 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;
swLighting = 1;
    };
};
};
};
</syntaxhighlight>
</syntaxhighlight>


====clutterColoringFarCoef====
==== clutterColoringFarCoef ====
[[TokenNameValueTypes|Float]]: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)
[[TokenNameValueTypes|Float]]: Max coef for clutter coloring at far distance (must be >=1, large coef means we can colorize more)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterColoringFarCoef = "5.0f"; //value used by Tanoa
clutterColoringFarCoef = "5.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterColoringFarSpeed====
==== clutterColoringFarSpeed ====
[[TokenNameValueTypes|Float]]: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)
[[TokenNameValueTypes|Float]]: Speed of far clutter coloration (1 = linear, 2 = quadratic, etc.)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterColoringFarSpeed = "2.0f"; //value used by Tanoa
clutterColoringFarSpeed = "2.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterColoringFarStart====
==== clutterColoringFarStart ====
[[TokenNameValueTypes|Float]]: Distance (in m) when [[CfgWorlds_Config_Reference#clutterColoringFarCoef|clutterColoringFarCoef]] when we start to interpolate to [[CfgWorlds_Config_Reference#clutterColoringFarCoef|clutterColoringFarCoef]]
[[TokenNameValueTypes|Float]]: Distance (in m) when [[CfgWorlds_Config_Reference#clutterColoringFarCoef|clutterColoringFarCoef]] when we start to interpolate to [[CfgWorlds_Config_Reference#clutterColoringFarCoef|clutterColoringFarCoef]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterColoringFarStart = "20.0f"; //value used by Tanoa
clutterColoringFarStart = "20.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterDist====
==== clutterDist ====
[[TokenNameValueTypes|Integer]]: How far clutter is visible
[[TokenNameValueTypes|Integer]]: How far clutter is visible
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterDist = 100; //value used by Tanoa
clutterDist = 100; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterGrid====
==== clutterGrid ====
[[TokenNameValueTypes|Integer]]: Controls density of clutters (size of square where single clutter is present)
[[TokenNameValueTypes|Integer]]: Controls density of clutters (size of square where single clutter is present)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterGrid = 0.8; //value used by Tanoa
clutterGrid = 0.8; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterRadius====
==== clutterRadius ====
[[TokenNameValueTypes|Integer]]: Maximal size of clutters (for clipping)
[[TokenNameValueTypes|Integer]]: Maximal size of clutters (for clipping)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterRadius = 1; //value used by Tanoa
clutterRadius = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====clutterRoadwayCheckRadiusCoef====
==== clutterRoadwayCheckRadiusCoef ====
[[TokenNameValueTypes|Float]]: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
[[TokenNameValueTypes|Float]]: Coefficient for clutter radius to check against roadways (0 = check only center, 1 = check whole radius)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
clutterRoadwayCheckRadiusCoef = "0.8f"; //value used by Tanoa
clutterRoadwayCheckRadiusCoef = "0.8f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====cutscenes[]====
==== cutscenes[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
cutscenes[] = {"Tanoa_intro1"}; //value used by Tanoa
cutscenes[] = {"Tanoa_intro1"}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===D===
=== D ===
====description====
 
==== description ====
[[TokenNameValueTypes|String]]: Name of the terrain
[[TokenNameValueTypes|String]]: Name of the terrain
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
description = "$STR_A3_CFGWORLDS_TANOA0"; //value used by Tanoa, corresponds to a stringtable entry
description = "$STR_A3_CFGWORLDS_TANOA0"; //value used by Tanoa, corresponds to a stringtable entry
</syntaxhighlight>
</syntaxhighlight>


====class DOFPars====
==== class DOFPars ====
Parameters for depth of field
Parameters for depth of field
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class DOFPars
class DOFPars
{
{
    // standard dof parameters
// standard dof parameters
    focusDistance = 25.0;
focusDistance = 25.0;
    blur = 1.0;
blur = 1.0;
    farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)
farOnly = 1; //blur only far objects? (0 = disable, 1 = enable)


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


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


====drawTaxiway====
==== drawTaxiway ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
drawTaxiway = 0; //value used by Tanoa
drawTaxiway = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====dynLightMinBrightnessAbsolute====
==== dynLightMinBrightnessAbsolute ====
[[TokenNameValueTypes|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.
[[TokenNameValueTypes|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.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
dynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa
dynLightMinBrightnessAbsolute = 0.05; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====dynLightMinBrightnessAmbientCoef====
==== dynLightMinBrightnessAmbientCoef ====
[[TokenNameValueTypes|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.
[[TokenNameValueTypes|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.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
dynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa
dynLightMinBrightnessAmbientCoef = 0.5; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===E===
=== E ===


====elevationOffset====
==== elevationOffset ====
[[TokenNameValueTypes|Float]]:  
[[TokenNameValueTypes|Float]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
elevationOffset = 0; //value used by Tanoa
elevationOffset = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====enableBloodSplashes====
==== enableBloodSplashes ====
[[TokenNameValueTypes|Integer]]: Enable blood splashes
[[TokenNameValueTypes|Integer]]: Enable blood splashes
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
enableBloodSplashes = 1; //value used by Tanoa
enableBloodSplashes = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====enableFootsteps====
==== enableFootsteps ====
[[TokenNameValueTypes|Integer]]: Enable footsteps
[[TokenNameValueTypes|Integer]]: Enable footsteps
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
enableFootsteps = 1; //value used by Tanoa
enableFootsteps = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====enableTracks====
==== enableTracks ====
[[TokenNameValueTypes|Integer]]: Enable vehicle tracks
[[TokenNameValueTypes|Integer]]: Enable vehicle tracks
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
enableTracks = 1; //value used by Tanoa
enableTracks = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


====envTexture====
==== envTexture ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]: Set global envTexture to be used instead of assets specific one if defined for the world.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
envTexture = ""; //value used by Tanoa
envTexture = ""; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===F===
=== F ===
====fogBeta0Max====
 
==== fogBeta0Max ====
[[TokenNameValueTypes|Integer]]: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1
[[TokenNameValueTypes|Integer]]: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 1
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
fogBeta0Max = 0.05; //value used by Tanoa
fogBeta0Max = 0.05; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====fogBeta0Min====
==== fogBeta0Min ====
[[TokenNameValueTypes|Integer]]: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0
[[TokenNameValueTypes|Integer]]: beta0 (macroscopic cross-section of atmospheric scatterers at base level) for fog value 0
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
fogBeta0Min = 0; //value used by Tanoa
fogBeta0Min = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====fogHeight====
==== fogHeight ====
[[TokenNameValueTypes|Integer]]: Max height of the Arma fog for clouds (in meters)
[[TokenNameValueTypes|Integer]]: Max height of the Arma fog for clouds (in meters)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
fogHeight = 2000; //value used by Tanoa
fogHeight = 2000; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====forecastFog====
==== forecastFog ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastFog = 0; //value used by Tanoa
forecastFog = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====forecastFogBase====
==== forecastFogBase ====
[[TokenNameValueTypes|Integer]]: Base forecasted altitude for fog computations (in meters)
[[TokenNameValueTypes|Integer]]: Base forecasted altitude for fog computations (in meters)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastFogBase = 250; //value used by Tanoa
forecastFogBase = 250; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====forecastFogDecay====
==== forecastFogDecay ====
[[TokenNameValueTypes|Integer]]: Forecasted decay coefficient - decay of fog with altitude
[[TokenNameValueTypes|Integer]]: Forecasted decay coefficient - decay of fog with altitude
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastFogDecay = 0.014; //value used by Tanoa
forecastFogDecay = 0.014; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====forecastGusts====
==== forecastGusts ====
[[TokenNameValueTypes|Integer]]: Forecasted gusts
[[TokenNameValueTypes|Integer]]: Forecasted gusts
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastGusts = 0; //value used by Tanoa
forecastGusts = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[gusts]], [[setGusts]]
Related commands: [[gusts]], [[setGusts]]


====forecastLightnings====
==== forecastLightnings ====
[[TokenNameValueTypes|Integer]]: Forecasted lightning
[[TokenNameValueTypes|Integer]]: Forecasted lightning
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastLightnings = 0; //value used by Tanoa
forecastLightnings = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[lightnings]], [[setLightnings]]
Related commands: [[lightnings]], [[setLightnings]]


====forecastRain====
==== forecastRain ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastRain = 0; //value used by Tanoa
forecastRain = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[rain]], [[setRain]]
Related commands: [[rain]], [[setRain]]


====forecastWaves====
==== forecastWaves ====
[[TokenNameValueTypes|Integer]]: Forecasted waves
[[TokenNameValueTypes|Integer]]: Forecasted waves
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastWaves = 0.1; //value used by Tanoa
forecastWaves = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[waves]], [[setWaves]]
Related commands: [[waves]], [[setWaves]]


====forecastWeather====  
==== forecastWeather ====
[[TokenNameValueTypes|Integer]]: Forecasted weather
[[TokenNameValueTypes|Integer]]: Forecasted weather
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastWeather = 0; //value used by Tanoa
forecastWeather = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====forecastWind====  
==== forecastWind ====
[[TokenNameValueTypes|Integer]]: Forecasted wind
[[TokenNameValueTypes|Integer]]: Forecasted wind
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastWind = 0.1; //value used by Tanoa
forecastWind = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[wind]], [[setWind]]
Related commands: [[wind]], [[setWind]]


====forecastWindDir====
==== forecastWindDir ====
[[TokenNameValueTypes|Integer]]: Forecasted wind direction
[[TokenNameValueTypes|Integer]]: Forecasted wind direction
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
forecastWindDir = 0; //value used by Tanoa
forecastWindDir = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[windDir]], [[windDir]]
Related commands: [[windDir]], [[windDir]]


====fullDetailDist====
==== fullDetailDist ====
[[TokenNameValueTypes|Float]]: Distance where ground detail texture is fully visible (begin fading out)
[[TokenNameValueTypes|Float]]: Distance where ground detail texture is fully visible (begin fading out)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
fullDetailDist = 5; //value used by Tanoa
fullDetailDist = 5; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===G===
=== G ===
====gridNumbersOverLines====
 
==== gridNumbersOverLines ====
[[TokenNameValueTypes|Integer]]: Displays Numbering over Grid lines instead between
[[TokenNameValueTypes|Integer]]: Displays Numbering over Grid lines instead between
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
gridNumbersOverLines = 1; //value used by Tanoa
gridNumbersOverLines = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===H===
=== H ===
====haloObject====
 
==== haloObject ====
[[TokenNameValueTypes|String]]: Path to halo object model
[[TokenNameValueTypes|String]]: Path to halo object model
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
haloObject = "A3\data_f\sunhalo.p3d"; //value used by Tanoa
haloObject = "A3\data_f\sunhalo.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====hazeBaseBeta0====
==== hazeBaseBeta0 ====
[[TokenNameValueTypes|Integer]]: Linear regression according to the base height. [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
[[TokenNameValueTypes|Integer]]: Linear regression according to the base height. [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
hazeBaseBeta0 = 8e-005; //value used by Tanoa
hazeBaseBeta0 = 8e-005; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====hazeBaseHeight====
==== hazeBaseHeight ====
[[TokenNameValueTypes|Integer]]: Base height for the haze computation (in meters). [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
[[TokenNameValueTypes|Integer]]: Base height for the haze computation (in meters). [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
hazeBaseHeight = 0; //value used by Tanoa
hazeBaseHeight = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====hazeDensityDecay====
==== hazeDensityDecay ====
[[TokenNameValueTypes|Integer]]: Density decay based on height. [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
[[TokenNameValueTypes|Integer]]: Density decay based on height. [[Arma_3:_Visual_Upgrade#Haze_Setup|More information]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
hazeDensityDecay = 0.00036; //value used by Tanoa
hazeDensityDecay = 0.00036; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====hazeDistCoef====
==== hazeDistCoef ====
[[TokenNameValueTypes|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.
[[TokenNameValueTypes|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.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
hazeDistCoef = 0.1; //value used by Tanoa
hazeDistCoef = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====hazeFogCoef====
==== hazeFogCoef ====
[[TokenNameValueTypes|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
[[TokenNameValueTypes|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
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
hazeFogCoef = 0.98; //value used by Tanoa
hazeFogCoef = 0.98; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


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


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


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




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


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


====horizonFogColorationStart====
==== horizonFogColorationStart ====
[[TokenNameValueTypes|Float]]: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)
[[TokenNameValueTypes|Float]]: Starting vertical texture coordinate for horizon coloration with fog (use 1 to disable coloration)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
horizonFogColorationStart = "0.8f"; //value used by Tanoa
horizonFogColorationStart = "0.8f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====horizonParallaxCoef====
==== horizonParallaxCoef ====
[[TokenNameValueTypes|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
[[TokenNameValueTypes|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
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
horizonParallaxCoef = 0; //value used by Tanoa
horizonParallaxCoef = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====horizonSunColorationIntensity====
==== horizonSunColorationIntensity ====
[[TokenNameValueTypes|Float]]: Intensity coefficient for horizon coloration by Sun
[[TokenNameValueTypes|Float]]: Intensity coefficient for horizon coloration by Sun
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
horizonSunColorationIntensity = "0.001f"; //value used by Tanoa
horizonSunColorationIntensity = "0.001f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====horizonSunColorationScale====
==== horizonSunColorationScale ====
[[TokenNameValueTypes|Integer]]: Scale coefficient for horizon coloration by Sun
[[TokenNameValueTypes|Integer]]: Scale coefficient for horizon coloration by Sun
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
horizonSunColorationScale = 10; //value used by Tanoa
horizonSunColorationScale = 10; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====horizontObject====
==== horizontObject ====
[[TokenNameValueTypes|String]]: Path to model used for horizon object
[[TokenNameValueTypes|String]]: Path to model used for horizon object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
horizontObject = "A3\Map_Tanoabuka\data\horizon.p3d"; //value used by Tanoa
horizontObject = "A3\Map_Tanoabuka\data\horizon.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====humidityDownCoef====
==== humidityDownCoef ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
humidityDownCoef = 0.05; //value used by Tanoa
humidityDownCoef = 0.05; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====humidityUpCoef====
==== humidityUpCoef ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
humidityUpCoef = 0.1; //value used by Tanoa
humidityUpCoef = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===I===
=== I ===
====icon====
 
[[TokenNameValueTypes|String]]:  
==== icon ====
<syntaxhighlight lang="c">
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="cpp">
icon = ""; //value used by Tanoa
icon = ""; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====ilsDirection[]====
==== ilsDirection[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
ilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa
ilsDirection[] = {-0.2002, 0.087, 0.9798}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====ilsPosition[]====
==== ilsPosition[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
ilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa
ilsPosition[] = {7085.57, 7681.84}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====ilsTaxiIn[]====
==== ilsTaxiIn[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
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
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
</syntaxhighlight>
</syntaxhighlight>


====ilsTaxiOff[]====
==== ilsTaxiOff[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
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
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
</syntaxhighlight>
</syntaxhighlight>


====interpolateClutterColoring====
==== interpolateClutterColoring ====
[[TokenNameValueTypes|Integer]]: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: If we should use interpolation of clutter coloring coef based on distance of clutter from camera. (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
interpolateClutterColoring = 1; //value used by Tanoa
interpolateClutterColoring = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===L===
=== L ===
====landGrid====
 
==== landGrid ====
[[TokenNameValueTypes|Integer]]: Grid size
[[TokenNameValueTypes|Integer]]: Grid size
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
landGrid = 50; //value used by Tanoa
landGrid = 50; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====latitude====
==== latitude ====
[[TokenNameValueTypes|Integer]]: Latitude on globe, positive is south
[[TokenNameValueTypes|Integer]]: Latitude on globe, positive is south
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
latitude = 17.698; //value used by Tanoa
latitude = 17.698; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====layerMask====
==== layerMask ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
layerMask = ""; //value used by Tanoa
layerMask = ""; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====lightningsForced====
==== lightningsForced ====
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
lightningsForced = 0; //value used by Tanoa
lightningsForced = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====loadingTexts[]====
==== loadingTexts[] ====
[[TokenNameValueTypes|Array]]: Random text shown during loading screens
[[TokenNameValueTypes|Array]]: Random text shown during loading screens
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
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
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
</syntaxhighlight>
</syntaxhighlight>


====longitude====
==== longitude ====
[[TokenNameValueTypes|Integer]]: Longitude on globe, positive is east
[[TokenNameValueTypes|Integer]]: Longitude on globe, positive is east
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
longitude = 178.783; //value used by Tanoa
longitude = 178.783; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===M===
=== M ===
====mapArea[]====
 
[[TokenNameValueTypes|Array]]: Lon/lat coordinates (not in UTM to assure .kml precision)
==== mapArea[] ====
<syntaxhighlight lang="c">
[[TokenNameValueTypes|Array]]: Lon/lat coordinates (not in UTM to assure .kml precision). Looks in {{arma3}} this parameter is not used anyhow. ''[verify required]''
<syntaxhighlight lang="cpp">
mapArea[] = {
mapArea[] = {
    -20.268, 174.003, //Bottom Left
-20.268, 174.003, //Bottom Left
    -20.1353, 174.146 //Top Right
-20.1353, 174.146 //Top Right
}; //value used by Tanoa
}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====mapDrawingBrightnessModifier====
==== mapDrawingBrightnessModifier ====
[[TokenNameValueTypes|Float]]: Modifier for brightness of satellite map textures drawn on the map display view
[[TokenNameValueTypes|Float]]: Modifier for brightness of satellite map textures drawn on the map display view
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
mapDrawingBrightnessModifier = "1.0f"; //value used by Tanoa
mapDrawingBrightnessModifier = "1.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====mapSize====
==== mapSize ====
[[TokenNameValueTypes|Integer]]: Size of the map in meters
[[TokenNameValueTypes|Integer]]: Size of the map in meters
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
mapSize = 15360; //value used by Tanoa
mapSize = 15360; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====mapZone====
==== mapZone ====
[[TokenNameValueTypes|Integer]]: UTM Zone
[[TokenNameValueTypes|Integer]]: UTM Zone
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
mapZone = 60; //value used by Tanoa
mapZone = 60; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====maxHillsAltitude====
==== maxHillsAltitude ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
maxHillsAltitude = 450; //value used by Tanoa
maxHillsAltitude = 450; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====midDetailTexture====
==== midDetailTexture ====
[[TokenNameValueTypes|String]]: Path to mid detail texture used
[[TokenNameValueTypes|String]]: Path to mid detail texture used
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
midDetailTexture = "A3\Map_Tanoabuka\Data\L_middle_mco.paa"; //value used by Tanoa
midDetailTexture = "A3\Map_Tanoabuka\Data\L_middle_mco.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====minHeight====
==== minHeight ====
[[TokenNameValueTypes|Integer]]: Min. height - used to clamp data inside of the map during rendering
[[TokenNameValueTypes|Integer]]: Min. height - used to clamp data inside of the map during rendering
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
minHeight = -10; //value used by Tanoa
minHeight = -10; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====minHillsAltitude====
==== minHillsAltitude ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
minHillsAltitude = 80; //value used by Tanoa
minHillsAltitude = 80; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====minRocksInRockSquare====
==== minRocksInRockSquare ====
[[TokenNameValueTypes|Integer]]: Minimum rocks needed in a square to show rock polygons on 2D map
[[TokenNameValueTypes|Integer]]: Minimum rocks needed in a square to show rock polygons on 2D map
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
minRocksInRockSquare = 2; //value used by Tanoa
minRocksInRockSquare = 2; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====minTreesInForestSquare====
==== minTreesInForestSquare ====
[[TokenNameValueTypes|Integer]]: Minimum trees needed in a square to show forest polygons on 2D map
[[TokenNameValueTypes|Integer]]: Minimum trees needed in a square to show forest polygons on 2D map
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
minTreesInForestSquare = 3; //value used by Tanoa
minTreesInForestSquare = 3; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====moonObject====
==== minObjInTownSquare ====
[[TokenNameValueTypes|Integer]]: Unknown
<syntaxhighlight lang="cpp">
minObjInTownSquare = 1.4; //value used by Tanoa
</syntaxhighlight>
 
==== moonObject ====
[[TokenNameValueTypes|String]]: Path to model used for moon object
[[TokenNameValueTypes|String]]: Path to model used for moon object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
moonObject = "A3\data_f\moon.p3d"; //value used by Tanoa
moonObject = "A3\data_f\moon.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


====newRoadsShape====
==== newRoadsShape ====
[[TokenNameValueTypes|String]]: Path to roads shape file
[[TokenNameValueTypes|String]]: Path to roads shape file
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
newRoadsShape = "A3\Map_Tanoabuka\data\roads\roads.shp"; //value used by Tanoa
newRoadsShape = "A3\Map_Tanoabuka\data\roads\roads.shp"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====noDetailDist====
==== noDetailDist ====
[[TokenNameValueTypes|Integer]]: Where ground detail texture is no longer visible (end fading out)
[[TokenNameValueTypes|Integer]]: Where ground detail texture is no longer visible (end fading out)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
noDetailDist = 50; //value used by Tanoa
noDetailDist = 50; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


===O===
=== O ===
====outsideHeight====
 
==== outsideHeight ====
[[TokenNameValueTypes|Integer]]: Height used outside of the map
[[TokenNameValueTypes|Integer]]: Height used outside of the map
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
outsideHeight = -10; //value used by Tanoa
outsideHeight = -10; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====outsideMaterial====
==== outsideMaterial ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
outsideMaterial = ""; //value used by Tanoa
outsideMaterial = ""; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====class OutsideTerrain====
==== class OutsideTerrain ====
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class OutsideTerrain
class OutsideTerrain
{
{
    colorOutside[] = {0.227451, 0.27451, 0.384314, 1};
colorOutside[] = {0.227451, 0.27451, 0.384314, 1};
    enableTerrainSynth = 0; //enable procedural terrain generation, can cause issues in some circumstances (0 = disable, 1 = enable)
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
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 Layers
    {
{
        class Layer0
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
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
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
};
};
</syntaxhighlight>
</syntaxhighlight>


===P===
=== P ===
====peakWaveBottom====
 
==== peakWaveBottom ====
[[TokenNameValueTypes|Integer]]: Point where water peaks should start appearing
[[TokenNameValueTypes|Integer]]: Point where water peaks should start appearing
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
peakWaveBottom = -5; //value used by Tanoa
peakWaveBottom = -5; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====peakWaveTop====
==== peakWaveTop ====
[[TokenNameValueTypes|Integer]]: Point where water peaks should be max. visible before going offshore
[[TokenNameValueTypes|Integer]]: Point where water peaks should be max. visible before going offshore
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
peakWaveTop = -1; //value used by Tanoa
peakWaveTop = -1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====pictureMap====
==== pictureMap ====
[[TokenNameValueTypes|String]]: Path to map picture shown on world selection screen and background of loading screen for that terrain.
[[TokenNameValueTypes|String]]: Path to map picture shown on world selection screen and background of loading screen for that terrain.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
pictureMap = "A3\Map_Tanoabuka\data\pictureMap_ca.paa"; //value used by Tanoa
pictureMap = "A3\Map_Tanoabuka\data\pictureMap_ca.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====plateFormat====
==== plateFormat ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
plateFormat = "T#$-####"; //value used by Tanoa
plateFormat = "T#$-####"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====plateLetters====
==== plateLetters ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //value used by Tanoa
plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====pointObject====
==== pointObject ====
[[TokenNameValueTypes|String]]: Path to model used for point object
[[TokenNameValueTypes|String]]: Path to model used for point object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
pointObject = "A3\data_f\point.p3d"; //value used by Tanoa
pointObject = "A3\data_f\point.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====previewVideo====
==== previewVideo ====
[[TokenNameValueTypes|String]]: Path to video used for video preview in main menu for the terrain
[[TokenNameValueTypes|String]]: Path to video used for video preview in main menu for the terrain
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
previewVideo = "A3\Map_Tanoa_Scenes_F\Video\previewVideo.ogv"; //value used by Tanoa
previewVideo = "A3\Map_Tanoa_Scenes_F\Video\previewVideo.ogv"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


====rainbowObject====
==== rainbowObject ====
[[TokenNameValueTypes|String]]: Path to model used for rainbow object
[[TokenNameValueTypes|String]]: Path to model used for rainbow object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
rainbowObject = "A3\data_f\rainbow.p3d"; //value used by Tanoa
rainbowObject = "A3\data_f\rainbow.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====rainForced====
==== rainForced ====
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
rainForced = 0; //value used by Tanoa
rainForced = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====class RainParticles====
==== class RainParticles ====
<syntaxhighlight lang="c">
{{Feature | Informative | When '''snow''' param is [[true]] the following changes occur in the engine:
* environmental 'snow' [[Arma_3:_Sound:_SoundControllers | sound controller]] is set to 1
* environmental 'rain' [[Arma_3:_Sound:_SoundControllers | sound controller]] is set to 0
* thunder and lightnings effects are disabled
* [[humidity]] stops updating (use [[setHumidity]] if specific value is needed)
}}
<syntaxhighlight lang="cpp">
class RainParticles
class RainParticles
{
{
    // Parameters for the new particle rain
// Parameters for the new particle rain
    // texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)
// texture of the particle (r = alpha; g = normalX; b = normalY; a = color;)
    rainDropTexture=PathDTextureAbs;          
rainDropTexture=PathDTextureAbs;
    // dropsInTexture - the number of drops that are present in the drop texture
// dropsInTexture - the number of drops that are present in the drop texture
    texDropCount=4;
texDropCount=4;
    // minimum rain strength when the effect starts to be rendered
// minimum rain strength when the effect starts to be rendered
    minRainDensity = 0.01;
minRainDensity = 0.01;
    // distance of the effect
// distance of the effect
    effectRadius=15;
effectRadius=15;
    // coefficient of how much the wind influences water drops
// coefficient of how much the wind influences water drops
    windCoef=0.05;
windCoef=0.05;
    // fall speed of the drops
// fall speed of the drops
    dropSpeed=15.0;
dropSpeed=15.0;
    // random part of the fall speed  
// random part of the fall speed
    rndSpeed=0.2;
rndSpeed=0.2;
    // coefficient of how much the drop could randomly change direction
// coefficient of how much the drop could randomly change direction
    rndDir=0.1;
rndDir=0.1;
    // width of the single drop
// width of the single drop
    dropWidth=0.04;
dropWidth=0.04;
    // height of the single drop
// height of the single drop
    dropHeight=0.8;
dropHeight=0.8;
    // color of the drop
// color of the drop
    dropColor[]={0.1, 0.1, 0.1, 0.1};
dropColor[]={0.1, 0.1, 0.1, 0.1};
    // luminescence of the drop facing to sun
// luminescence of the drop facing to sun
    lumSunFront=0.3;
lumSunFront=0.3;
    // luminescence of the drop opposite to sun
// luminescence of the drop opposite to sun
    lumSunBack=0.1;
lumSunBack=0.1;
    // coefficient that tells us how much "refracted" light from the scene is added to the drop color
// coefficient that tells us how much "refracted" light from the scene is added to the drop color
    refractCoef=0.3;
refractCoef=0.3;
    // coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)
// coefficient to tune color saturation of the refraction effect (0=BW, 1=original color)
    refractSaturation = 0.3;
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;
};
};
</syntaxhighlight>
</syntaxhighlight>


===S===
=== S ===
====safePositionAnchor[]====
 
==== safePositionAnchor[] ====
[[TokenNameValueTypes|Array]]: Used for random safe position finding.
[[TokenNameValueTypes|Array]]: Used for random safe position finding.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
safePositionAnchor[] = {9158, 9962}; //value used by Tanoa
safePositionAnchor[] = {9158, 9962}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====safePositionRadius====
==== safePositionRadius ====
[[TokenNameValueTypes|Integer]]: Used for random safe position finding.
[[TokenNameValueTypes|Integer]]: Used for random safe position finding.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
safePositionRadius = 100; //value used by Tanoa
safePositionRadius = 100; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====satelliteMap====
==== satelliteMap ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
satelliteMap = ""; //value used by Tanoa
satelliteMap = ""; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====satelliteNormalBlendEnd====
==== satelliteNormalBlendEnd ====
[[TokenNameValueTypes|Integer]]: Distance, where blending of detail normal ends (satellite normal is fully visible)
[[TokenNameValueTypes|Integer]]: Distance, where blending of detail normal ends (satellite normal is fully visible)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
satelliteNormalBlendEnd = 100; //value used by Tanoa
satelliteNormalBlendEnd = 100; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====satelliteNormalBlendStart====
==== satelliteNormalBlendStart ====
[[TokenNameValueTypes|Integer]]: Distance, where ground detail normal is starts to blend to satellite normal texture
[[TokenNameValueTypes|Integer]]: Distance, where ground detail normal is starts to blend to satellite normal texture
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
satelliteNormalBlendStart = 10; //value used by Tanoa
satelliteNormalBlendStart = 10; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====satelliteNormalOnDetail====
==== satelliteNormalOnDetail ====
[[TokenNameValueTypes|Integer]]: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: If the satellite normal map on detail maps is enabled. (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
satelliteNormalOnDetail = 1; //value used by Tanoa
satelliteNormalOnDetail = 1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====seaBedUnderwaterDepth====
==== seaBedUnderwaterDepth ====
[[TokenNameValueTypes|Integer]]: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.
[[TokenNameValueTypes|Integer]]: Depth of sea bed plane under water, positive value means depth under water, negative value means autodetection.
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
seaBedUnderwaterDepth = 52; //value used by Tanoa
seaBedUnderwaterDepth = 52; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====seagullPos[]====
==== seagullPos[] ====
[[TokenNameValueTypes|Array]]:  
[[TokenNameValueTypes|Array]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
seagullPos[] = {1024, 130, 1024}; //value used by Tanoa
seagullPos[] = {1024, 130, 1024}; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====seaMaterial====
==== seaMaterial ====
[[TokenNameValueTypes|String]]: Water material is used for sea landscape parts
[[TokenNameValueTypes|String]]: Water material is used for sea landscape parts
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
seaMaterial = "#water"; //value used by Tanoa
seaMaterial = "#water"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====seaTexture====
==== seaTexture ====
[[TokenNameValueTypes|String]]: Wave detection texture expected by the shaders
[[TokenNameValueTypes|String]]: Wave detection texture expected by the shaders
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; //value used by Tanoa
seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====class SeaWaterShaderPars====
==== class SeaWaterShaderPars ====
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class SeaWaterShaderPars
class SeaWaterShaderPars
{
{
    // coefficient used to multiply move value of refractions
// coefficient used to multiply move value of refractions
    refractionMoveCoef = 0.01;
refractionMoveCoef = 0.01;
    // minimal water surface opacity, when we are looking from above the water surface down
// minimal water surface opacity, when we are looking from above the water surface down
    minWaterOpacity = 0.65;
minWaterOpacity = 0.65;
    // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface
// 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;
// waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;
    waterOpacityDistCoef = 0.07;
waterOpacityDistCoef = 0.07;
    // opacity of water surface when we are under water
// opacity of water surface when we are under water
    underwaterOpacity = 0.2;
underwaterOpacity = 0.2;
    // distance from object, where we start to fade the water surface to full opacity
// distance from object, where we start to fade the water surface to full opacity
    waterOpacityFadeStart = 100;
waterOpacityFadeStart = 100;
    // length of water surface opacity fading
// length of water surface opacity fading
    waterOpacityFadeLength = 20;
waterOpacityFadeLength = 20;
};
};
</syntaxhighlight>
</syntaxhighlight>
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation.]]
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation.]]


====shoreFoamMaterial====
==== shoreFoamMaterial ====
[[TokenNameValueTypes|String]]: Shore material is used for sea and landscape interface parts - the foam part
[[TokenNameValueTypes|String]]: Shore material is used for sea and landscape interface parts - the foam part
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
shoreFoamMaterial = "#shoreFoam"; //value used by Tanoa
shoreFoamMaterial = "#shoreFoam"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====shoreMaterial====
==== shoreMaterial ====
[[TokenNameValueTypes|String]]: Shore material is used for sea and landscape interface parts
[[TokenNameValueTypes|String]]: Shore material is used for sea and landscape interface parts
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
shoreMaterial = "#shore"; //value used by Tanoa
shoreMaterial = "#shore"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====shoreTop====
==== shoreTop ====
[[TokenNameValueTypes|Integer]]: Top point where water is considered off-shore
[[TokenNameValueTypes|Integer]]: Top point where water is considered off-shore
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
shoreTop = 0; //value used by Tanoa
shoreTop = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====shoreWetMaterial====
==== shoreWetMaterial ====
[[TokenNameValueTypes|String]]: Shore wet material is used for sea and landscape interface parts - the wet part
[[TokenNameValueTypes|String]]: Shore wet material is used for sea and landscape interface parts - the wet part
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
shoreWetMaterial = "#shoreWet"; //value used by Tanoa
shoreWetMaterial = "#shoreWet"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====skyColorInfluencesFogColor====
==== skyColorInfluencesFogColor ====
{{GVI|arma3|1.60}}
{{GVI|arma3|1.60}}
[[TokenNameValueTypes|Integer]]: If sky color influences fog color. (0 = false, 1 = true) [[Arma_3:_Visual_Upgrade#Lighting_Setup|More information]]
[[TokenNameValueTypes|Integer]]: If sky color influences fog color. (0 = false, 1 = true) [[Arma_3:_Visual_Upgrade#Lighting_Setup|More information]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
skyColorInfluencesFogColor = 0; //value used by Tanoa
skyColorInfluencesFogColor = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====skyFogColorationStart====
==== skyFogColorationStart ====
[[TokenNameValueTypes|Float]]: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)
[[TokenNameValueTypes|Float]]: Starting vertical texture coordinate for skybox coloration with fog (use 1 to disable coloration)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
skyFogColorationStart = "0.7f"; //value used by Tanoa
skyFogColorationStart = "0.7f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====skyObject====
==== skyObject ====
[[TokenNameValueTypes|String]]: Path to model used for sky object
[[TokenNameValueTypes|String]]: Path to model used for sky object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
skyObject = "A3\Map_Tanoabuka\data\skydome.p3d"; //value used by Tanoa
skyObject = "A3\Map_Tanoabuka\data\skydome.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====skyTexture====
==== skyTexture ====
[[TokenNameValueTypes|String]]: Path to sky texture
[[TokenNameValueTypes|String]]: Path to sky texture
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
skyTexture = "A3\Map_Tanoabuka\data\sky_semicloudy_sky.paa"; //value used by Tanoa
skyTexture = "A3\Map_Tanoabuka\data\sky_semicloudy_sky.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====skyTextureR====
==== skyTextureR ====
[[TokenNameValueTypes|String]]: Path to sky reflection texture, used only as default when there is no weather
[[TokenNameValueTypes|String]]: Path to sky reflection texture, used only as default when there is no weather
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
skyTextureR = "A3\Map_Tanoabuka\data\sky_semicloudy_lco.paa"; //value used by Tanoa
skyTextureR = "A3\Map_Tanoabuka\data\sky_semicloudy_lco.paa"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====soundMapSizeCoef====
==== soundMapSizeCoef ====
[[TokenNameValueTypes|Integer]]: Defines size of soundMap as multiplier of landRange (soundMap.dimX = landRange * soundMapCoef)
[[TokenNameValueTypes|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).
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
soundMapSizeCoef = 4; //value used by Tanoa
soundMapSizeCoef = 4; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


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


====starsObject====
==== starsObject ====
[[TokenNameValueTypes|String]]: Path to model used for stars object
[[TokenNameValueTypes|String]]: Path to model used for stars object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
starsObject = "A3\data_f\stars.p3d"; //value used by Tanoa
starsObject = "A3\data_f\stars.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====startDate====
==== startDate ====
[[TokenNameValueTypes|String]]: Start date when terrain is loaded without a date preset (e.g. loading into editor)
[[TokenNameValueTypes|String]]: Start date when terrain is loaded without a date preset (e.g. loading into editor)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startDate = "6/6/2035"; //value used by Tanoa
startDate = "6/6/2035"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====startFog====
==== startFog ====
[[TokenNameValueTypes|Integer]]: Start fog
[[TokenNameValueTypes|Integer]]: Start fog
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startFog = 0; //value used by Tanoa
startFog = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====startFogBase====
==== startFogBase ====
[[TokenNameValueTypes|Integer]]: Start base altitude for fog computations (in meters)
[[TokenNameValueTypes|Integer]]: Start base altitude for fog computations (in meters)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startFogBase = 250; //value used by Tanoa
startFogBase = 250; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====startFogDecay====
==== startFogDecay ====
[[TokenNameValueTypes|Integer]]: Start decay coefficient - decay of fog with altitude
[[TokenNameValueTypes|Integer]]: Start decay coefficient - decay of fog with altitude
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startFogDecay = 0.014; //value used by Tanoa
startFogDecay = 0.014; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]
Related commands: [[fog]], [[setFog]], [[fogParams]], [[fogForecast]]


====startGusts====
==== startGusts ====
[[TokenNameValueTypes|Integer]]: Start gusts
[[TokenNameValueTypes|Integer]]: Start gusts
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startGusts = 0; //value used by Tanoa
startGusts = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[gusts]], [[setGusts]]
Related commands: [[gusts]], [[setGusts]]


====startLightnings====
==== startLightnings ====
[[TokenNameValueTypes|Integer]]: Start lightning
[[TokenNameValueTypes|Integer]]: Start lightning
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startLightnings = 0; //value used by Tanoa
startLightnings = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[lightnings]], [[setLightnings]]
Related commands: [[lightnings]], [[setLightnings]]


====startRain====
==== startRain ====
[[TokenNameValueTypes|Integer]]: Start rain
[[TokenNameValueTypes|Integer]]: Start rain
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startRain = 0; //value used by Tanoa
startRain = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[rain]], [[setRain]]
Related commands: [[rain]], [[setRain]]


====startTime====
==== startTime ====
[[TokenNameValueTypes|String]]: Start time (military time)
[[TokenNameValueTypes|String]]: Start time (military time)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startTime = "12:00"; //value used by Tanoa
startTime = "12:00"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====startWaves====
==== startWaves ====
[[TokenNameValueTypes|Integer]]: Start waves
[[TokenNameValueTypes|Integer]]: Start waves
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startWaves = 0.1; //value used by Tanoa
startWaves = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[waves]], [[setWaves]]
Related commands: [[waves]], [[setWaves]]


====startWeather====
==== startWeather ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startWeather = 0.3; //value used by Tanoa
startWeather = 0.3; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====startWind====
==== startWind ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startWind = 0.1; //value used by Tanoa
startWind = 0.1; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[wind]], [[setWind]]
Related commands: [[wind]], [[setWind]]


====startWindDir====
==== startWindDir ====
[[TokenNameValueTypes|Integer]]:  
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
startWindDir = 0; //value used by Tanoa
startWindDir = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>
Related commands: [[windDir]], [[windDir]]
Related commands: [[windDir]], [[windDir]]


====class Subdivision====
==== class Subdivision ====
Fractal and white noise random offset are added. White noise generated more "wild" terrain, while fractal tends to generate smooth, varied terrain
Fractal and white noise random offset are added. White noise generated more "wild" terrain, while fractal tends to generate smooth, varied terrain
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class Subdivision
class Subdivision
{
{
    // fractal component of subdivision
// fractal component of subdivision
    // changes are smaller for smaller rectangles
// changes are smaller for smaller rectangles
    class Fractal
class Fractal
    {
{
        // texture roughness factor
// texture roughness factor
        rougness = 10;
rougness = 10;
        // max. value for squares containing road
// max. value for squares containing road
        maxRoad = 0.2;
maxRoad = 0.2;
        // max. value for squares containing track
// max. value for squares containing track
        maxTrack = 1.0;
maxTrack = 1.0;
        // max. coeficient depending on slope
// max. coeficient depending on slope
        maxSlopeFactor = 0.05;
maxSlopeFactor = 0.05;
    };
};
    // white noise component of subdivision
// white noise component of subdivision
    // change size is independent on rectangle size
// change size is independent on rectangle size
    class WhiteNoise
class WhiteNoise
    {
{
        rougness = 5;
rougness = 5;
        // max. value for squares containing road
// max. value for squares containing road
        maxRoad = 0.1;
maxRoad = 0.1;
        // max. value for squares containing track
// max. value for squares containing track
        maxTrack = 0.5;
maxTrack = 0.5;
        // max. coeficient depending on slope
// max. coeficient depending on slope
        maxSlopeFactor = 0.025;
maxSlopeFactor = 0.025;
    };
};


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


====sunObject====
==== sunObject ====
[[TokenNameValueTypes|String]]: Path to model used for sun object
[[TokenNameValueTypes|String]]: Path to model used for sun object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
sunObject = "A3\data_f\sun.p3d"; //value used by Tanoa
sunObject = "A3\data_f\sun.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===T===
=== T ===
====terrainBlendMaxBrightenCoef====
 
==== terrainBlendMaxBrightenCoef ====
[[TokenNameValueTypes|Float]]: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)
[[TokenNameValueTypes|Float]]: Maximal brightening coef for blending of satellite map and detail map on terrain (default = 1.0f, no brightening = 0.0f)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainBlendMaxBrightenCoef = "0.0f"; //value used by Tanoa
terrainBlendMaxBrightenCoef = "0.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====terrainBlendMaxDarkenCoef====
==== terrainBlendMaxDarkenCoef ====
[[TokenNameValueTypes|Float]]: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)
[[TokenNameValueTypes|Float]]: Maximal darkening coef for blending of satellite map and detail map on terrain (default = 0.0f, no darkening = 1.0f)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainBlendMaxDarkenCoef = "1.0f"; //value used by Tanoa
terrainBlendMaxDarkenCoef = "1.0f"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====terrainMaterial====
==== terrainMaterial ====
[[TokenNameValueTypes|String]]: Terrain material is used for terrain solid ground, by default load from CfgMaterials
[[TokenNameValueTypes|String]]: Terrain material is used for terrain solid ground, by default load from CfgMaterials
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainMaterial = "#terrain"; //value used by Tanoa
terrainMaterial = "#terrain"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====timeOfChanges====
==== timeOfChanges ====
[[TokenNameValueTypes|Integer]]:  
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.
<syntaxhighlight lang="c">
<br>
[[TokenNameValueTypes|Integer]]:
<syntaxhighlight lang="cpp">
timeOfChanges = 1800; //value used by Tanoa
timeOfChanges = 1800; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===U===
=== U ===
====class Underwater====
 
==== class Underwater ====
Parameters for underwater fog
Parameters for underwater fog
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
class Underwater
class Underwater
{
{
    /// fog color is changed based on the depth under the water surface  
/// fog color is changed based on the depth under the water surface
    /// normal fog color ->   water color     ->   deep water color
/// normal fog color -> water color -> deep water color
    ///     ^
/// ^
    /// noWaterFog       ->   fullWaterFog     ->   deepWaterFog
/// noWaterFog -> fullWaterFog -> deepWaterFog


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


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


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


    /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)
/// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?)
    surfaceColor[] = {0.20,0.30,0.25};
surfaceColor[] = {0.20,0.30,0.25};
    /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)
/// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?)
    deepSurfaceColor[] = {0.10,0.18,0.22};
deepSurfaceColor[] = {0.10,0.18,0.22};
};
};
</syntaxhighlight>
</syntaxhighlight>
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation]].
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation]].


====underwaterOcclusionObject====
==== underwaterOcclusionObject ====
[[TokenNameValueTypes|String]]: Path to model used for underwater occlusion object
[[TokenNameValueTypes|String]]: Path to model used for underwater occlusion object
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; //value used by Tanoa
underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


===W===
=== W ===
====class WaterExPars====
 
<syntaxhighlight lang="c">
==== class WaterExPars ====
<syntaxhighlight lang="cpp">
// parameters for water in expansion
// parameters for water in expansion
class WaterExPars
class WaterExPars
{
{
    // base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)
// base density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)
    fogDensity = 0.04;
fogDensity = 0.04;


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


    // coefficients for water fog color extinction based on depth of the camera under water (coefs for RGB)
// 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)
// 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 };
fogColorExtinctionSpeed[] = { 0.2, 0.1, 0.04 };


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


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


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


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


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


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


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


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




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


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


    // speed of the waves (scaling of time)
// speed of the waves (scaling of time)
    shoreWaveTimeScale = 0.8;
shoreWaveTimeScale = 0.8;
    // offset used to delay when the thick edge of foam appears and dissolves based on wave phase
// offset used to delay when the thick edge of foam appears and dissolves based on wave phase
    shoreWaveShifDerivativeOffset = -0.8;
shoreWaveShifDerivativeOffset = -0.8;
    // overall shore foam intensity
// overall shore foam intensity
    shoreFoamIntensity = 0.5;
shoreFoamIntensity = 0.5;
    // max wave height on shore (in meters)
// max wave height on shore (in meters)
    shoreMaxWaveHeight = 0.15;
shoreMaxWaveHeight = 0.15;
    // reflection intensity on the shore wet layer
// reflection intensity on the shore wet layer
    shoreWetLayerReflectionIntensity = 1.0;
shoreWetLayerReflectionIntensity = 1.0;
};
};
</syntaxhighlight>
</syntaxhighlight>
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation]].
For more information see the [[Arma_3:_Visual_Upgrade#Ocean_Shader|Visual update documentation]].


====waterTexture====
==== waterTexture ====
[[TokenNameValueTypes|String]]:  
[[TokenNameValueTypes|String]]:
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; //value used by Tanoa
waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====wavesForced====
==== wavesForced ====
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
wavesForced = 0; //value used by Tanoa
wavesForced = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====windForced====
==== windForced ====
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
[[TokenNameValueTypes|Integer]]: (0 = false, 1 = true)
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
windForced = 0; //value used by Tanoa
windForced = 0; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


====worldName====
==== worldName ====
[[TokenNameValueTypes|String]]: Path to WRP
[[TokenNameValueTypes|String]]: Path to WRP
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
worldName = "A3\Map_Tanoabuka\Tanoa.wrp"; //value used by Tanoa
worldName = "A3\Map_Tanoabuka\Tanoa.wrp"; //value used by Tanoa
</syntaxhighlight>
</syntaxhighlight>


{{Cfg ref|end}}
{{ConfigPage|end}}
 
 
{{GameCategory|arma3|Reference Lists}}

Latest revision as of 13:31, 26 March 2024

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