Arma 3 CfgWorlds Config Reference

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

Contents

A

aroundSunCoefExponent

Introduced with Arma 3 version 1.601.60 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

Introduced with Arma 3 version 1.601.60 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

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

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

envTexture

String:

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==== Forecasted weather Integer:

forecastWeather = 0; //value used by Tanoa

====forecastWind==== Forecasted wind Integer:

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

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:

mapArea[] = {-20.268, 174.003, -20.1353, 174.146}; //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:

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" on map

minRocksInRockSquare = 2; //value used by Tanoa

minTreesInForestSquare

Integer: Minimum trees needed in a square to show "forest" on map

minTreesInForestSquare = 3; //value used by Tanoa

moonObject

String: Path to model used for moon object

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

N

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

O

outsideHeight

Integer: Height used outside of the map

outsideHeight = -10; //value used by Tanoa

outsideMaterial

String:

outsideMaterial = ""; //value used by Tanoa

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

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

S

safePositionAnchor[]

Array:

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

safePositionRadius

Integer:

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

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

Introduced with Arma 3 version 1.601.60 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)

soundMapSizeCoef = 4; //value used by Tanoa

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

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

Integer:

timeOfChanges = 1800; //value used by Tanoa

U

underwaterOcclusionObject

String: Path to model used for underwater occlusion object

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

W

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