CfgAmmo Config Reference: Difference between revisions

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==canLock==
==canLock==
[[TokenNameValueTypes|Integer]]<br>
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br>
'''Values:''' 0 = false, 1 = cadet mode only, 2 = always.
canLock=0;
 
==cost==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation,
cost includes time required to complete the attack.
 
As a result, weapons with high cost are unlikely to be used again common targets,
esp. when low cost weapons are available. Still, there may be situation where AI may
decide to use high cost weapon, esp. when it thinks it has little chance of survival
and needs to attempt destroying enemy quickly.
cost=1;
 
==CraterEffects==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which crater effect to spawn on hit on ground.<br>
'''Values:''' BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
CraterEffects="ExploAmmoCrater";
 
=D=
 
==deflecting==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is deflecting and thus deflection angle.
deflecting=10;
 
=E=
 
==explosionEffects==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which explosion effect to spawn on hit.<br>
'''Values:''' BombExplosion, ExploAmmoExplosion, ExplosionEffects, GrenadeExplosion
explosionEffects="ExploAmmoExplosion";
 
==explosionTime==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
explosionTime=5;
 
==explosive==
[[TokenNameValueTypes|Float]]
 
'''Description:''' Declares if ammo is explosive, and if it is, how much (What part of the damage is done using explosion, the rest is assumed to be caused by kinetic impact, given as a ratio - 1 means fully explosive, 0 means fully kinetic)
 
explosive=0;
 
=H=
 
==hit==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Damage on hit. In OFP total damage is calculated as:  Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit)
hit=8;
 
=I=
 
==indirectHit==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Damage in indirectHitRange.
indirectHit=8;
 
==indirectHitRange==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Radius in metres where indirectHit damage is caused.
indirectHitRange=75;
 
==irLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on IR-targets.<br>
'''Values:''' 0 = can not lock on IR-targets, 1 = can lock on IR-targets.
irLock=0;
 
=L=
 
==laserLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on laser designator.<br>
'''Values:''' 0 = can not lock on laser designator, 1 = can lock on laser designator.
laserLock=0;
 
==lightColor[]==
[[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares color of light (e.g. on flares).
lightColor[]={1,1,1,0};
 
=M=
 
==maneuvrability==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares maneuvrability of ammo (?).
manueuvrability=30;
 
==manualControl==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can be controlled by the player during flight (?).
manualControl=0;
 
==maxControlRange==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?).
maxControlRange=5000;
 
==maxSpeed==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares the maximum speed (m/s).
maxSpeed=241;
 
==model==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares path to model.
model="\ca\weapons\bullet"
 
=P=
 
==proxyShape==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.
proxyShape="\ca\air\sidewinder_proxy";
 
=S=
 
==simulation==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares simulation type. <br>
'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types.
simulation="shotShell";
 
==simulationStep==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
simulationStep=0.050000;
 
==sound...==
 
===...Hit===
===...Fly===
 
==supersonicCrackNear==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1};
 
==supersonicCrackFar==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1};
 
=T=
 
==thrust==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Engine power for missiles and rockets.
thrust=2000;
 
==thrustTime==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Engine burn time for missiles and rockets.
thrustTime=0.200000;
 
==timeToLive==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets. Note that this parameter has no effect in OFP where timeToLive is predefined by simulation.
timeToLive=4;
 
==tracerColor[]==
[[TokenNameValueTypes|Array]]
 
'''Description:''' Declares tracer color with "realistic" settings (tracers disabled), format is {Red,Yellow,Green,Transparency}.
tracerColor[]={1.00,0.00,0.00,0.40};
 
==tracerColorR[]==
[[TokenNameValueTypes|Array]]
 
'''Description:''' Declares tracer color with "easy" settings (tracers enabled), format is
 
tracerColorR[]={1.00,0.00,0.00,0.40};
 
==trackLead==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
trackLead=0;
 
==trackOversteer==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
trackOversteer=5.000000;
 
==typicalSpeed==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' hit value is valid when projectile moves at this speed. With lower speed the hit caused by the ammo is lower as well.
 
typicalSpeed=120;
 
=V=
 
==visibleFire==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' how much does AI see a unit firing this weapon
visibleFire=18;
 
==visibleFireTime==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between.
 
visibleFireTime=18;
 
[[category:Operation Flashpoint: Editing]]
[[Category:ArmA: Addon Configuration]]

Revision as of 00:51, 12 April 2007

Template:Stub

Introduction

A

audibleFire

Float

audibleFire=5.0000;

Description: How much can AI hear when given weapon is fired.

airLock

Boolean
Description: Declares if ammo can lock on air targets.
Values: 0 = can not lock on air vehicles, 1 = can lock on air vehicles.

airLock=1;

C

cartridge

String
Description: Declares the path to the cartridge model, which may be ejected on each shot.

cartridge="FxCartridge";

canLock

Integer
Description: Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)
Values: 0 = false, 1 = cadet mode only, 2 = always.

canLock=0;

cost

Float
Description: Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation, cost includes time required to complete the attack.

As a result, weapons with high cost are unlikely to be used again common targets, esp. when low cost weapons are available. Still, there may be situation where AI may decide to use high cost weapon, esp. when it thinks it has little chance of survival and needs to attempt destroying enemy quickly.

cost=1;

CraterEffects

String
Description: Declares which crater effect to spawn on hit on ground.
Values: BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater

CraterEffects="ExploAmmoCrater";

D

deflecting

ArmA Integer
Description: Declares if ammo is deflecting and thus deflection angle.

deflecting=10;

E

explosionEffects

String
Description: Declares which explosion effect to spawn on hit.
Values: BombExplosion, ExploAmmoExplosion, ExplosionEffects, GrenadeExplosion

explosionEffects="ExploAmmoExplosion";

explosionTime

Integer
Description: Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).

explosionTime=5;

explosive

Float

Description: Declares if ammo is explosive, and if it is, how much (What part of the damage is done using explosion, the rest is assumed to be caused by kinetic impact, given as a ratio - 1 means fully explosive, 0 means fully kinetic)

explosive=0;

H

hit

Float
Description: Damage on hit. In OFP total damage is calculated as: Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit)

hit=8;

I

indirectHit

Float
Description: Damage in indirectHitRange.

indirectHit=8;

indirectHitRange

Float
Description: Radius in metres where indirectHit damage is caused.

indirectHitRange=75;

irLock

Boolean
Description: Declares if ammo can lock on IR-targets.
Values: 0 = can not lock on IR-targets, 1 = can lock on IR-targets.

irLock=0;

L

laserLock

Boolean
Description: Declares if ammo can lock on laser designator.
Values: 0 = can not lock on laser designator, 1 = can lock on laser designator.

laserLock=0;

lightColor[]

Array
Description: Declares color of light (e.g. on flares).

lightColor[]={1,1,1,0};

M

maneuvrability

Float
Description: Declares maneuvrability of ammo (?).

manueuvrability=30;

manualControl

Boolean
Description: Declares if ammo can be controlled by the player during flight (?).

manualControl=0;

maxControlRange

Float
Description: Declares in which disctance to player ammo can be controlled during flight (?).

maxControlRange=5000;

maxSpeed

Float
Description: Declares the maximum speed (m/s).

maxSpeed=241;

model

String
Description: Declares path to model.

model="\ca\weapons\bullet"

P

proxyShape

String
Description: Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.

proxyShape="\ca\air\sidewinder_proxy";

S

simulation

String
Description: Declares simulation type.
Possible values: refer to Models & Classnames: Simulation Types for a list of all supported simulation types.

simulation="shotShell";

simulationStep

Float
Description: ?

simulationStep=0.050000;

sound...

...Hit

...Fly

supersonicCrackNear

ArmA Array
Description: Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed.

supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1};

supersonicCrackFar

ArmA Array
Description: Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.

supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1};

T

thrust

Float
Description: Engine power for missiles and rockets.

thrust=2000;

thrustTime

Float
Description: Engine burn time for missiles and rockets.

thrustTime=0.200000;

timeToLive

Integer
Description: Time before the ammo vanishes, used as optimization to avoid having to simulate stray bullets. Note that this parameter has no effect in OFP where timeToLive is predefined by simulation.

timeToLive=4;

tracerColor[]

Array

Description: Declares tracer color with "realistic" settings (tracers disabled), format is {Red,Yellow,Green,Transparency}.

tracerColor[]={1.00,0.00,0.00,0.40};

tracerColorR[]

Array

Description: Declares tracer color with "easy" settings (tracers enabled), format is

tracerColorR[]={1.00,0.00,0.00,0.40};

trackLead

ArmA Float
Description: ?

trackLead=0;

trackOversteer

ArmA Float
Description: ?

trackOversteer=5.000000;

typicalSpeed

ArmA Integer
Description: hit value is valid when projectile moves at this speed. With lower speed the hit caused by the ammo is lower as well.

typicalSpeed=120;

V

visibleFire

Float
Description: how much does AI see a unit firing this weapon

visibleFire=18;

visibleFireTime

Integer
Description: How long is one shot assumed to be noticeable by the AI. Values under 5 should be avoided, as AI can performs is cycles with 5s of no testing in between.

visibleFireTime=18;