CfgAmmo Config Reference: Difference between revisions

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CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.
CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.


These classes can are subsequently added to by addons inherit in the game or provided by oem.  
These classes can be subsequently added to by addons inherit in the game or provided by oem.  


CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.
CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.


Modifications.
The default value is shown in the legend.
 
Note that engines accept integer values where a float would normally be expected.
 
TokenNames marked '''[[ArmaTokenNames|ArmA]]''' were introduced from Xbox Elite and beyond.
 
==Arma Enhancement==
 
Arma introduced a new root class, cfgMagazines.
 
In contrast, OFP uses a rather tedious construct in it's cfgWeapons class to distinguish between weapon and magazine paramaters.
 
Regardless, there is no change in effect or construct or meaning to the cfgAmmo class in any engine.
 
 
==Modifications==


  access=1;
  access=1;
Line 19: Line 34:


To allow YOUR addon to subsequently modify YOUR ammunition (should you wish to with other addons), you must change the access= in YOUR ammunition.
To allow YOUR addon to subsequently modify YOUR ammunition (should you wish to with other addons), you must change the access= in YOUR ammunition.






=A=
=A=
 
==airFriction=-0.0005==
==audibleFire=0;==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]
'''Description:'''
==animated=false==
'''[[ArmaTokenNames|ArmA]]'''
==audibleFire=0.0==
[[TokenNameValueTypes|Float]]
[[TokenNameValueTypes|Float]]
  audibleFire=5.0;
  audibleFire=5.0;


default: 0


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


==airLock==
==airLock=false==
[[TokenNameValueTypes|Boolean]]<br>
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on air targets.<br>
'''Description:''' Declares if ammo can lock on air targets.<br>
'''Values:''' 0 = can not lock on air vehicles, 1 = can lock on air vehicles.
airLock=1;


=C=
=C=
==cartridge==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares the path to the cartridge model, which may be ejected on each shot.
cartridge="FxCartridge";


==canLock==
==canLock==
[[TokenNameValueTypes|Integer]]<br>
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br>
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br>
'''Values:''' 0 = false, 1 = cadet mode only, 2 = always.
'''Values:'''  
*0 = false
*1 = cadet mode only
*2 = always.
  canLock=0;
  canLock=0;
 
==cartridge=""==
==cost==
[[TokenNameValueTypes|String]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred.
cartridge="FxCartridge[.p3d]";
==cost=0==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation,
'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation,
cost includes time required to complete the attack.
cost includes time required to complete the attack.
Line 62: Line 77:
decide to use high cost weapon, esp. when it thinks it has little chance of survival
decide to use high cost weapon, esp. when it thinks it has little chance of survival
and needs to attempt destroying enemy quickly.
and needs to attempt destroying enemy quickly.
  cost=1;
  cost=5000;


==CraterEffects==
==CraterEffects="ImpactEffectsBig";==
[[TokenNameValueTypes|String]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which crater effect to spawn on hit on ground.<br>
'''Description:''' Declares which crater effect to spawn on hit on ground.<br>
'''Values:''' BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
'''Values:''' BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
Line 72: Line 87:
=D=
=D=


==deflecting==
==deflecting=0==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is deflecting and thus deflection angle.
'''Description:''' Declares if ammo is deflecting and thus deflection angle.
Line 78: Line 93:


=E=
=E=
==effectsFire="CannonFire"==
'''[[ArmaTokenNames|ArmA]]'''
==effectsMissile="ExplosionEffects"==
'''[[ArmaTokenNames|ArmA]]'''
==effectsSmoke="SmokeShellWhite"==
'''[[ArmaTokenNames|ArmA]]'''


==explosionEffects==
==explosionEffects="ExplosionEffects"==
[[TokenNameValueTypes|String]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which explosion effect to spawn on hit.<br>
'''Description:''' Declares which explosion effect to spawn on hit.<br>
'''Values:''' BombExplosion, ExploAmmoExplosion, ExplosionEffects, GrenadeExplosion
'''Values:'''  
explosionEffects="ExploAmmoExplosion";
*BombExplosion
*ExploAmmoExplosion
*ExplosionEffects
*GrenadeExplosion


==explosionTime==
==explosionTime=0==
[[TokenNameValueTypes|Integer]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
  explosionTime=5;
  explosionTime=5;


==explosive==
==explosive=1==
[[TokenNameValueTypes|Float]]
[[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)
'''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;
=F=
 
==fuseDistance=0==
'''[[ArmaTokenNames|ArmA]]'''
=H=
=H=


==hit==
==hit=0==
[[TokenNameValueTypes|Float]]<br>
[[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)
'''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;
  hit=8;
==HitEffects==
'''[[ArmaTokenNames|ArmA]]'''
  class HitEffects
  {
    vehicle = "ImpactMetal";
    object = "ImpactConcrete";
  };
==hit...[]=={"soundHit",1};==
all array values are defaulted to
  hitBuilding[] = {"soundHit",1};
===hitArmor[]===
===hitBuilding[]===
===hitConcrete[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitDefault[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitFoliage[]===
'''[[ArmaTokenNames|ArmA]]'''


===hitGlass[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitGlassArmored[]===
'''[[ArmaTokenNames|ArmA]]'''
==hitGround[]==
ofp only
===hitGroundHard[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitGroundSoft[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitIron[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitMan[]===
===hitMetal[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitMetalplate[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitPlastic[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitRubber[]===
'''[[ArmaTokenNames|ArmA]]'''
===hitWood[]===
'''[[ArmaTokenNames|ArmA]]'''
=I=
=I=


==indirectHit==
==indirectHit=0;==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Damage in indirectHitRange.
'''Description:''' Damage in indirectHitRange.
  indirectHit=8;
  indirectHit=8;


==indirectHitRange==
==indirectHitRange=1==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Radius in metres where indirectHit damage is caused.  
'''Description:''' Radius in metres where indirectHit damage is caused.  
  indirectHitRange=75;
  indirectHitRange=75;


==initTime==
==initTime=0==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' How long (in seconds) the projectile waits before starting it's motor.
'''Description:''' How long (in seconds) the projectile waits before starting it's motor.
  initTime=0.2;
  initTime=0.2;


==irLock==
==irLock=false==
[[TokenNameValueTypes|Boolean]]<br>
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on IR-targets.<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=
=L=


==laserLock==
==laserLock=false==
[[TokenNameValueTypes|Boolean]]<br>
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on laser designator.<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[]==
==lightColor[]==
Line 142: Line 208:
=M=
=M=


==maneuvrability==
== maneuvrability = 1.0==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares maneuvrability of guided missiles.
'''Description:''' Declares maneuvrability of guided missiles.
  manueuvrability=30;
  manueuvrability=30;


==manualControl==
==manualControl=0==
[[TokenNameValueTypes|Boolean]]<br>
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can be controlled by the player during flight (?).
'''Description:''' Declares if ammo can be controlled by the player during flight (?).
  manualControl=0;
  manualControl=0;


==maxControlRange==
==maxControlRange=350==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?).
'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?).
  maxControlRange=5000;
  maxControlRange=5000;


==maxSpeed==
==maxSpeed=0==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares the maximum speed (m/s).
'''Description:''' Declares the maximum speed (m/s).
  maxSpeed=241;
  maxSpeed=241;


==model==
==model=""==
[[TokenNameValueTypes|String]]<br>
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares path to model.
'''Description:''' Declares path to model.
  model="\ca\weapons\bullet"
  model="\ca\weapons\bullet[.p3d]"
==min/MaxRange...==
===minRange =0.5===
===minRangeProbab=0.5===
===midRange=100===
===midRangeProbab=0.8===
===maxRange=450===
===maxRangeProbab=0.05===
 
These tokens are present in ofp only. They were badly classed in ofp, causing all weapons using this specific 'bullet' to exhibit this behaviour rather than the behaviour of the 'rifle'. As such they were transferred to ArmA's cfgWeapons.


=P=
=P=


==proxyShape==
==proxyShape=""==
[[TokenNameValueTypes|String]]<br>
[[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.  
'''Description:''' Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.  
Line 176: Line 251:
=S=
=S=


==sideAirFriction==
==sideAirFriction=1==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn.
'''Description:''' Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn.
  sideAirFriction=0.5;
  sideAirFriction=0.5;


==simulation==
==simulation="";==
[[TokenNameValueTypes|String]]<br>
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares simulation type. <br>
'''Description:''' Declares simulation type. <br>
Line 187: Line 262:
  simulation="shotShell";
  simulation="shotShell";


==simulationStep==
==simulationStep=0.05==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
'''Description:''' ?
simulationStep=0.050000;
==shadow = 0;==
'''[[ArmaTokenNames|ArmA]]'''


==sound...==
==sound...[]=[]{"",1,1};==
===soundFly[]===
===soundEngine[]===
===soundHit[]===


===...Hit===
===...Fly===


==supersonicCrackNear==
==supersonicCrackNear[]= {"",1,1};==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''[[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.
'''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};
  supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1};


==supersonicCrackFar==
==supersonicCrackFar[]= {"",1,1};==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''[[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.
'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
Line 209: Line 286:
=T=
=T=


==thrust==
==thrust=210==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Engine power for missiles and rockets.
'''Description:''' Engine power for missiles and rockets.
thrust=2000;
==thrustTime=1.5==
 
==thrustTime==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Engine burn time for missiles and rockets.
'''Description:''' Engine burn time for missiles and rockets.
  thrustTime=0.200000;
  thrustTime=0.200000;


==timeToLive==
==timeToLive=10==
[[TokenNameValueTypes|Integer]]<br>
'''[[ArmaTokenNames|ArmA]]'''[[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.
'''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;
  timeToLive=4;


==tracerColor[]==
==tracerColor[] = {0.7,0.7,0.5,0.04};==
[[TokenNameValueTypes|Array]]
[[TokenNameValueTypes|Array]]


'''Description:''' Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}.
'''Description:''' Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}.
tracerColor[]={1.00,0.00,0.00,0.40};
==tracerColorR[] = {0.7,0.7,0.5,0.04};==
 
==tracerColorR[]==
[[TokenNameValueTypes|Array]]
[[TokenNameValueTypes|Array]]


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


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


==trackLead==
==trackLead=1.0==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
'''Description:''' ?
trackLead=0;


==trackOversteer==
 
==trackOversteer=1.0==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
'''Description:''' ?
trackOversteer=5.000000;


==typicalSpeed==
==typicalSpeed=900==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''[[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.
'''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=
=V=


==visibleFire==
==visibleFire=0==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]<br>
'''Description:''' how much does AI see a unit firing this weapon
'''Description:''' how much does AI see a unit firing this weapon
  visibleFire=18;
  visibleFire=18;


==visibleFireTime==
==visibleFireTime=0==
[[TokenNameValueTypes|Integer]]<br>
[[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.
'''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;
  visibleFireTime=18;
=W=
==whistleDist=0==
'''[[ArmaTokenNames|ArmA]]'''
==whistleOnFire=0==
'''[[ArmaTokenNames|ArmA]]'''


[[category:Operation Flashpoint: Editing]]
[[category:Operation Flashpoint: Editing]]
[[Category:ArmA: Addon Configuration]]
[[Category:ArmA: Addon Configuration]]

Revision as of 04:14, 14 August 2010

Template:Stub

Introduction

CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.

These classes can be subsequently added to by addons inherit in the game or provided by oem.

CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.

The default value is shown in the legend.

Note that engines accept integer values where a float would normally be expected.

TokenNames marked ArmA were introduced from Xbox Elite and beyond.

Arma Enhancement

Arma introduced a new root class, cfgMagazines.

In contrast, OFP uses a rather tedious construct in it's cfgWeapons class to distinguish between weapon and magazine paramaters.

Regardless, there is no change in effect or construct or meaning to the cfgAmmo class in any engine.


Modifications

access=1;
  • Ammunition classes can be added.
  • Existing classes can (sometimes) be altered.

The default class for cfgAmmo specifies access=3; Almost all subsequent classes inherit this value, which means they cannot be altered in any way.

To allow YOUR addon to subsequently modify YOUR ammunition (should you wish to with other addons), you must change the access= in YOUR ammunition.


A

airFriction=-0.0005

ArmA Float Description:

animated=false

ArmA

audibleFire=0.0

Float

audibleFire=5.0;


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

airLock=false

Boolean
Description: Declares if ammo can lock on air targets.

C

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;

cartridge=""

String
Description: Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred.

cartridge="FxCartridge[.p3d]";

cost=0

Integer
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=5000;

CraterEffects="ImpactEffectsBig";

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

CraterEffects="ExploAmmoCrater";

D

deflecting=0

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

deflecting=10;

E

effectsFire="CannonFire"

ArmA

effectsMissile="ExplosionEffects"

ArmA

effectsSmoke="SmokeShellWhite"

ArmA

explosionEffects="ExplosionEffects"

ArmA String
Description: Declares which explosion effect to spawn on hit.
Values:

  • BombExplosion
  • ExploAmmoExplosion
  • ExplosionEffects
  • GrenadeExplosion

explosionTime=0

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

explosionTime=5;

explosive=1

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)

F

fuseDistance=0

ArmA

H

hit=0

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;

HitEffects

ArmA

  class HitEffects
  {
   vehicle = "ImpactMetal";
   object = "ImpactConcrete";
  };

hit...[]=={"soundHit",1};

all array values are defaulted to

 hitBuilding[] = {"soundHit",1};

hitArmor[]

hitBuilding[]

hitConcrete[]

ArmA

hitDefault[]

ArmA

hitFoliage[]

ArmA

hitGlass[]

ArmA

hitGlassArmored[]

ArmA

hitGround[]

ofp only

hitGroundHard[]

ArmA

hitGroundSoft[]

ArmA

hitIron[]

ArmA

hitMan[]

hitMetal[]

ArmA

hitMetalplate[]

ArmA

hitPlastic[]

ArmA

hitRubber[]

ArmA

hitWood[]

ArmA

I

indirectHit=0;

Float
Description: Damage in indirectHitRange.

indirectHit=8;

indirectHitRange=1

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

indirectHitRange=75;

initTime=0

Float
Description: How long (in seconds) the projectile waits before starting it's motor.

initTime=0.2;

irLock=false

Boolean
Description: Declares if ammo can lock on IR-targets.

L

laserLock=false

Boolean
Description: Declares if ammo can lock on laser designator.


lightColor[]

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

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

M

maneuvrability = 1.0

Float
Description: Declares maneuvrability of guided missiles.

manueuvrability=30;

manualControl=0

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

manualControl=0;

maxControlRange=350

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

maxControlRange=5000;

maxSpeed=0

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

maxSpeed=241;

model=""

String
Description: Declares path to model.

model="\ca\weapons\bullet[.p3d]"

min/MaxRange...

minRange =0.5

minRangeProbab=0.5

midRange=100

midRangeProbab=0.8

maxRange=450

maxRangeProbab=0.05

These tokens are present in ofp only. They were badly classed in ofp, causing all weapons using this specific 'bullet' to exhibit this behaviour rather than the behaviour of the 'rifle'. As such they were transferred to ArmA's cfgWeapons.

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

sideAirFriction=1

Float
Description: Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn.

sideAirFriction=0.5;

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=0.05

Float
Description: ?

shadow = 0;

ArmA

sound...[]=[]{"",1,1};

soundFly[]

soundEngine[]

soundHit[]

supersonicCrackNear[]= {"",1,1};

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[]= {"",1,1};

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=210

Float
Description: Engine power for missiles and rockets.

thrustTime=1.5

Float
Description: Engine burn time for missiles and rockets.

thrustTime=0.200000;

timeToLive=10

ArmAInteger
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[] = {0.7,0.7,0.5,0.04};

Array

Description: Declares tracer colour with "easy" settings (tracers enabled), format is {Red, Green, Blue, Transparency}.

tracerColorR[] = {0.7,0.7,0.5,0.04};

Array

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


trackLead=1.0

ArmA Float
Description: ?


trackOversteer=1.0

ArmA Float
Description: ?

typicalSpeed=900

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.


V

visibleFire=0

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

visibleFire=18;

visibleFireTime=0

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;

W

whistleDist=0

ArmA

whistleOnFire=0

ArmA