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 be 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.
Line 38: Line 38:


=A=
=A=
==airFriction=-0.0005==
 
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]
==airFriction==
'''Description:'''  
'''[[ArmaTokenNames|ArmA]]'''
==animated=false==
<br>[[TokenNameValueTypes|Float]]
'''[[ArmaTokenNames|ArmA]]'''  
<br>'''Description:'''
==audibleFire=0.0==
 
==animated==
'''[[ArmaTokenNames|ArmA]]'''
 
==audibleFire==
[[TokenNameValueTypes|Float]]
[[TokenNameValueTypes|Float]]
<br>'''Description:''' How much can AI hear when given weapon is fired.
  audibleFire=5.0;
  audibleFire=5.0;


==airLock==
[[TokenNameValueTypes|Boolean]]
<br>'''Description:''' Declares if ammo can lock on air targets.


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


==airLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on air targets.<br>


=C=
=C=


==canLock==
==canLock==
[[TokenNameValueTypes|Integer]]<br>
[[TokenNameValueTypes|Integer]]
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br>
<br>'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)
'''Values:'''  
<br>'''Possible values:'''
*0 = false
*0 = false
*1 = cadet mode only
*1 = cadet mode only
*2 = always.
*2 = always.
  canLock=0;
  canLock=0;
==cartridge=""==
 
[[TokenNameValueTypes|String]]<br>
==cartridge==
'''Description:''' Declares the path to the cartridge P3D model, which may be ejected on each shot. Like all model specifications, .p3d is inferred.
[[TokenNameValueTypes|String]]
<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]";
  cartridge="FxCartridge[.p3d]";
==cost=0==
 
[[TokenNameValueTypes|Integer]]<br>
==cost==
'''Description:''' Cost-gain evaluation is performed to choose an appropriate weapon. Gain includes self-preservation,
[[TokenNameValueTypes|Integer]]
<br>'''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.


As a result, weapons with high cost are unlikely to be used again common targets,
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
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
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=5000;
  cost=5000;


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


=D=
=D=


==deflecting=0==
==deflecting==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''[[ArmaTokenNames|ArmA]]'''
'''Description:''' Declares if ammo is deflecting and thus deflection angle.
<br>[[TokenNameValueTypes|Integer]]
<br>'''Description:''' Declares if ammo is deflecting and thus deflection angle.
 
  deflecting=10;
  deflecting=10;


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


==explosionEffects="ExplosionEffects"==
==explosionEffects==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|String]]<br>
'''[[ArmaTokenNames|ArmA]]'''
'''Description:''' Declares which explosion effect to spawn on hit.<br>
<br>[[TokenNameValueTypes|String]]
'''Values:'''  
<br>'''Description:''' Declares which explosion effect to spawn on hit.
<br>'''Possible values:'''
*BombExplosion
*BombExplosion
*ExploAmmoExplosion
*ExploAmmoExplosion
Line 109: Line 131:
*GrenadeExplosion
*GrenadeExplosion


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


==explosive=1==
==explosive==
[[TokenNameValueTypes|Float]]
[[TokenNameValueTypes|Float]]
<br>'''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)


=F=
=F=
==fuseDistance=0==
 
'''[[ArmaTokenNames|ArmA]]'''  
==fuseDistance==
'''[[ArmaTokenNames|ArmA]]'''
 
 
 
=H=
=H=


==hit=0==
==hit==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|Float]]
'''Description:''' Damage on hit. In OFP total damage is calculated as:  Total damage = Hit damage - Indirect damage (while hit value bigger then Indirecthit)
<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;
  hit=8;
==HitEffects==
==HitEffects==
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
  class HitEffects
  {
    vehicle = "ImpactMetal";
    object = "ImpactConcrete";
  };
==hit...[]=={"soundHit",1};==


all array values are defaulted to
class HitEffects
  hitBuilding[] = {"soundHit",1};
{
  vehicle = "ImpactMetal";
  object = "ImpactConcrete";
};
 
==hit...[]==
<br>'''Description:''' All array values are defaulted to
 
hitBuilding[] = {"soundHit",1};


===hitArmor[]===
===hitArmor[]===
Line 146: Line 179:
===hitDefault[]===
===hitDefault[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
===hitFoliage[]===
===hitFoliage[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
===hitGlass[]===
===hitGlass[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
===hitGlassArmored[]===
===hitGlassArmored[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
==hitGround[]==
==hitGround[]==
ofp only
ofp only
===hitGroundHard[]===
===hitGroundHard[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
Line 173: Line 206:
===hitWood[]===
===hitWood[]===
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
=I=
=I=


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


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


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


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


=L=
=L=


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


==lightColor[]==
[[TokenNameValueTypes|Array]]
<br>'''Description:''' Declares color of light (e.g. on flares).


==lightColor[]==
[[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares color of light (e.g. on flares).
  lightColor[]={1,1,1,0};
  lightColor[]={1,1,1,0};


=M=
=M=
==maneuvrability==
[[TokenNameValueTypes|Float]]
<br>'''Description:''' Declares maneuvrability of guided missiles.


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


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


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


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


==model=""==
==model==
[[TokenNameValueTypes|String]]<br>
[[TokenNameValueTypes|String]]
'''Description:''' Declares path to model.
<br>'''Description:''' Declares path to model.
 
  model="\ca\weapons\bullet[.p3d]"
  model="\ca\weapons\bullet[.p3d]"
==min/MaxRange...==
==min/MaxRange...==
===minRange =0.5===
<br>'''Description:''' 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.
===minRangeProbab=0.5===
 
===midRange=100===
===minRange===
===midRangeProbab=0.8===
===minRangeProbab===
===maxRange=450===
===midRange===
===maxRangeProbab=0.05===
===midRangeProbab===
===maxRange===
===maxRangeProbab===
 


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]]
'''Description:''' Declares the model of this weapon used in proxies on vehicles. Note that proxies can be used only with air units.  
<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";
  proxyShape="\ca\air\sidewinder_proxy";


=S=
=S=


==sideAirFriction=1==
==sideAirFriction==
[[TokenNameValueTypes|Float]]<br>
[[TokenNameValueTypes|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.
<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.
 
  sideAirFriction=0.5;
  sideAirFriction=0.5;


==simulation="";==
==simulation==
[[TokenNameValueTypes|String]]<br>
[[TokenNameValueTypes|String]]
'''Description:''' Declares simulation type. <br>
<br>'''Description:''' Declares simulation type.
'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types.
<br>'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types.
 
  simulation="shotShell";
  simulation="shotShell";


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


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


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


==supersonicCrackFar[]= {"",1,1};==
==supersonicCrackFar[]==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''[[ArmaTokenNames|ArmA]]'''
'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
<br>[[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};
  supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1};


=T=
=T=


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


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


==tracerColor[] = {0.7,0.7,0.5,0.04};==
==tracerColor[]==
[[TokenNameValueTypes|Array]]
[[TokenNameValueTypes|Array]]
<br>'''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}.
==tracerColorR[]==
==tracerColorR[] = {0.7,0.7,0.5,0.04};==
[[TokenNameValueTypes|Array]]
[[TokenNameValueTypes|Array]]
<br>'''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}.
==trackLead==
'''[[ArmaTokenNames|ArmA]]'''
<br>[[TokenNameValueTypes|Float]]
<br>'''Description:''' The amount of lead a guided weapon will use when tracking a target.


==trackOversteer==
'''[[ArmaTokenNames|ArmA]]'''
<br>[[TokenNameValueTypes|Float]]
<br>'''Description:''' The factor at which a guided weapon will steer to meet TrackLead.


==trackLead=1.0==
==typicalSpeed==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''[[ArmaTokenNames|ArmA]]'''
'''Description:''' The amount of lead a guided weapon will use when tracking a target.
<br>[[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.


==trackOversteer=1.0==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' The factor at which a guided weapon will steer to meet TrackLead.


==typicalSpeed=900==
'''[[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.


=V=


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


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


==visibleFireTime=0==
==visibleFireTime==
[[TokenNameValueTypes|Integer]]<br>
[[TokenNameValueTypes|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.
<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;
  visibleFireTime=18;


=W=
=W=
==whistleDist=0==
 
==whistleDist==
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''
==whistleOnFire=0==
 
==whistleOnFire==
'''[[ArmaTokenNames|ArmA]]'''
'''[[ArmaTokenNames|ArmA]]'''


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

Revision as of 09:17, 7 October 2011

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

ArmA
Float
Description:

animated

ArmA

audibleFire

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

audibleFire=5.0;

airLock

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)
Possible 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

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

ArmA
String
Description: Declares which crater effect to spawn on hit on ground.
Possible 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

effectsFire

ArmA

effectsMissile

ArmA

effectsSmoke

ArmA

explosionEffects

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

  • BombExplosion
  • ExploAmmoExplosion
  • ExplosionEffects
  • GrenadeExplosion

explosionTime

ArmA
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)


F

fuseDistance

ArmA


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;

HitEffects

ArmA

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

hit...[]


Description: 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

Float
Description: Damage in indirectHitRange.

indirectHit=8;

indirectHitRange

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

indirectHitRange=75;

initTime

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

initTime=0.2;

irLock

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


L

laserLock

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

Float
Description: Declares maneuvrability of guided missiles.

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[.p3d]"

min/MaxRange...


Description: 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.

minRange

minRangeProbab

midRange

midRangeProbab

maxRange

maxRangeProbab

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

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

Float
Description: ?

shadow

ArmA

sound...[]

soundFly[]

soundEngine[]

soundHit[]

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.

thrustTime

Float
Description: Engine burn time for missiles and rockets.

thrustTime=0.200000;

timeToLive

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[]

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

tracerColorR[]

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

trackLead

ArmA
Float
Description: The amount of lead a guided weapon will use when tracking a target.

trackOversteer

ArmA
Float
Description: The factor at which a guided weapon will steer to meet TrackLead.

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.


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;


W

whistleDist

ArmA

whistleOnFire

ArmA