CfgNonAIVehicles Config Reference

From Bohemia Interactive Community
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
For the basics, see also CfgVehicles Config Reference.

References

Weapon magazines:

Missiles on planes:

Missiles on non planes:

Ammoboxes and fuel cans on vehicles:

NVGs:

Street lights and bridges:

Animals:

Triggers:

Simulations

Detector

	class EmptyDetector
	{
		scope = 2;
		simulation = "Detector";
		model = "";
		selectionFabric = "latka";
		icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
		displayName = "Trigger";
		class AttributeValues
		{
			size2[] = {0,0};
			size3[] = {0,0,-1};
		};
	};
	class EmptyDetectorArea10x10 : EmptyDetector
	{
		displayName = "Trigger (10x10x10 m)";
		class AttributeValues
		{
			size2[] = {5,5};
			size3[] = {5,5,5};
			IsRectangle = 1;
		};
	};

Flag

	class Editor_Proxy_Composition
	{
		scope = 1;
		model = "\A3\editor_f\data\composition_proxy\composition_proxy";
		displayName = "Editor proxy - Object composition";
		autocenter = 0;
		reversed = 0;
		animated = 0;
		simulation = "Flag";
		selectionFabric = "";
	};

SeaGull

	class Bird
	{
		scope = 0;
		model = "";
		animated = 0;
		simulation = "SeaGull";
		reversed = 0;
		minHeight = 5;
		avgHeight = 10;
		maxHeight = 50;
		minSpeed = -0.5;
		maxSpeed = 20;
		acceleration = 7;
		turning = 1;
		straightDistance = 50;
		flySound[] = {"",0.0316228,1,1};
		singSound[] = {"",0.0316228,1,1};
		canBeShot = 1;
		airFriction2[] = {25,12,2.5};
		airFriction1[] = {1500,700,100};
		airFriction0[] = {40,20,60};
	};
	class SeaGull : Bird
	{
		scope = 2;
		reversed = 0;
		htMin = 60;
		htMax = 1800;
		afMax = 30;
		mfMax = 0;
		mFact = 1;
		tBody = 37;
		model = "\A3\Animals_F\Seagull\Seagull.p3d";
		singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};
		moves = "CfgMovesBird";
		canBeShot = 0;
	};
	class Kestrel_Random_F : Bird
	{
		model = "\A3\Animals_F\kestrel\kestrel_F.p3d";
		singSound[] = {"A3\sounds_f\dummysound",0.00177828,1,1};
		moves = "CfgMovesBird";
		minHeight = 60;
		avgHeight = 70;
		maxHeight = 80;
	};

	class Insect : Bird
	{
		animated = 0;
		minHeight = -0.1;
		avgHeight = 1.2;
		maxHeight = 2;
		minSpeed = -0.1;
		maxSpeed = 5;
		acceleration = 25;
		straightDistance = 2;
		turning = 2;
		flySound[] = {"",0.0316228,1,1};
		singSound[] = {"",0.0316228,1,1};
		canBeShot = 0;
		airFriction2[] = {125,12,2.5};
		airFriction1[] = {7500,700,100};
		airFriction0[] = {200,20,60};
	};
	class DragonFly : Insect
	{
		model = "\A3\Animals_f\dragonfly.p3d";
		flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
		fsm[] = {"Dragonfly"};
		straightDistance = 10;
		maxSpeed = 5;
	};
	class FireFly : Insect
	{
		model = "\A3\Animals_f\firefly.p3d";
		flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
		fsm[] = {"Butterfly"};
		minHeight = -0.1;
		avgHeight = 0.3;
		maxHeight = 1.5;
		minSpeed = -0.1;
		maxSpeed = 1;
		acceleration = 5;
		straightDistance = 10;
	};
	class ButterFly_random : Insect
	{
		model = "\A3\animals_f\butterfly.p3d";
		fsm[] = {"Butterfly"};
		moves = "CfgMovesButterfly";
		minHeight = -0.1;
		avgHeight = 0.3;
		maxHeight = 1.5;
		minSpeed = -0.1;
		maxSpeed = 1;
		acceleration = 5;
		straightDistance = 2;
		turning = 5;
		reversed = 0;
		autocenter = 0;
		class EventHandlers
		{
			init = "(_this select 0) call BIS_fnc_animalRandomization;";
		};
	};
	class HoneyBee : Insect
	{
		flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};
		model = "\A3\animals_f\honeybee.p3d";
		minSpeed = -0.1;
		maxSpeed = 0.2;
		minHeight = -0.1;
		avgHeight = 0.2;
		maxHeight = 1;
		fsm[] = {"HoneyBee"};
		reversed = 0;
		straightDistance = 0.5;
	};

ProxyWeapon

	class ProxyWeapon
	{
		autocenter = 0;
		scope = 2;
		reversed = 0;
		animated = 0;
		shadow = 1;
		model = "";
		simulation = "ProxyWeapon";
	};

Magazine

	class ProxyMagazineSlot : ProxyWeapon
	{
		model = "";
		simulation = "Magazine";
	};

ProxyRadio

	class ProxyRadio_proxy : ProxyWeapon
	{
		simulation = "Proxyradio";
	};

ProxyHeadgear

	class ProxyHeadGear_proxy : ProxyWeapon
	{
		simulation = "Proxyheadgear";
	};

Maverickweapon

	class ProxyBomb_01_F : ProxyWeapon
	{
		model = "\A3\Weapons_F\Ammo\Bomb_01_F";
		simulation = "Maverickweapon";
	};

	class ProxyMissile_AT_03_F : ProxyWeapon
	{
		model = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
		simulation = "Maverickweapon";
	};

	class ProxyRocket_03_AP_F : ProxyWeapon
	{
		model = "\A3\Weapons_F_EPC\Ammo\Rocket_03_AP_F.p3d";
		simulation = "Maverickweapon";
	};

Pylonpod

	class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon
	{
		model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d";
		simulation = "Pylonpod";
	};

ProxySecWeapon

	class ProxySecWeapon
	{
		autocenter = 0;
		scope = 2;
		scopeCurator = 2;
		animated = 0;
		shadow = 1;
		model = "";
		simulation = "ProxySecWeapon";
	};

	class ProxyLauncher
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		shadow = 1;
		model = "";
		simulation = "ProxySecWeapon";
	};

ProxyInventoryOld

	class ProxyPistol
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "Handgun";
	};

	class ProxyPistol_holstered
	{
		autocenter = 0;
		scope = 1;
		reversed = 1;
		animated = 1;
		model = "\A3\Characters_F\Proxies\pistol_holstered";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "PistolHolstered";
	};
	class ProxyRightHand
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "RightHand";
	};

	class ProxyLeftHand
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "LeftHand";
	};
	class ProxyDalekohled_Proxy : ProxyLeftHand
	{
	};
	class ProxyBinoculars : ProxyLeftHand
	{
	};

	class ProxyEquipment
	{
		autocenter = 0;
		scope = 2;
		reversed = 1;
		animated = 1;
		model = "\A3\characters_f\ProxyModels\equipmentVest";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "Vest";
	};

	class ProxyHeadgear
	{
		autocenter = 0;
		scope = 2;
		reversed = 1;
		animated = 1;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "Headgear";
	};

	class ProxyHMD
	{
		autocenter = 0;
		scope = 2;
		reversed = 1;
		animated = 1;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "HMD";
	};

	class ProxyGoggles
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "Goggles";
	};
	class ProxyGlasses : ProxyGoggles
	{
		model = "\A3\Characters_F\Proxies\glasses";
	};
	class ProxyNVG_Proxy : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Proxy";
	};
	class ProxyNVG : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Proxy";
	};
	class ProxyNVG_Head : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Head";
	};
	class ProxyNVG_Head_Big : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Head_Big";
	};
	class ProxyNVG_Head_R : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Head_R";
	};
	class ProxyNVG_Head_C : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Head_C";
	};
	class ProxyNVG_Head_S : ProxyGoggles
	{
		model = "\A3\Weapons_f\binocular\NVG_Head_S";
	};

	class ProxyEarPhones
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "EarPhones";
	};

	class Proxyus_bag
	{
		reversed = 1;
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		shadow = 1;
		simulation = "ProxyInventoryOld";
		inventoryType = "Backpack";
	};
	class ProxyBackpack : Proxyus_bag
	{
		autocenter = 0;
		scope = 2;
		reversed = 1;
		animated = 1;
		model = "\A3\Characters_F\Proxies\backpack";
	};

AlwaysHide

	class ProxyHide
	{
		autocenter = 0;
		scope = 2;
		animated = 0;
		model = "";
		simulation = "AlwaysHide";
	};

AlwaysShow

	class ProxyWreck
	{
		autocenter = 0;
		scope = 0;
		animated = 0;
		model = "";
		simulation = "AlwaysShow";
	};

	class ProxyAmmoInTruck
	{
		autocenter = 0;
		scope = 2;
		reversed = 0;
		animated = 0;
		shadow = 1;
		model = "";
		simulation = "AlwaysShow";
	};

	class Proxy_hrusen2
	{
		model = "\ca\plants\hrusen2.p3d";
		autocenter = 0;
		scope = 2;
		animated = 1;
		reversed = 0;
		simulation = "AlwaysShow";
	};

ProxyRetex

	class ProxyRetex
	{
		autocenter = 0;
		scope = 0;
		animated = 0;
		model = "";
		simulation = "Proxyretex";
		hiddenSelections[] = {};
	};
	class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex
	{
		model = "\A3\Armor_F_Beta\APC_Tracked_02\APC_Tracked_02_cannon_wreck_F.p3d";
		hiddenSelections[] = {"Camo1","Camo2","Camo3"};
	};

ProxyCrew

	class ProxyCrew
	{
		autocenter = 0;
		scope = 1;
		model = "";
		shadow = 1;
		simulation = "Proxycrew";
		crewPosition = "CPDriver";
	};

	class ProxyCommander : ProxyCrew
	{
		crewPosition = "CPCommander";
	};
	class ProxyCommanderOut : ProxyCommander
	{
	};
	class ProxyBasicSittingCommander : ProxyCommander
	{
	};
	class ProxyBasicStandingCommander : ProxyCommander
	{
	};

	class ProxyDriver : ProxyCrew
	{
		crewPosition = "CPDriver";
	};
	class ProxyDriverOut : ProxyDriver
	{
	};
	class ProxyBasicSittingDriver : ProxyDriver
	{
	};
	class ProxyBasicStandingDriver : ProxyDriver
	{
	};
	class ProxyBasicMotoDriver : ProxyDriver
	{
	};
	class ProxyPilot : ProxyDriver
	{
	};
	class ProxyParasutista : ProxyDriver
	{
	};

	class ProxyGunner : ProxyCrew
	{
		crewPosition = "CPGunner";
	};
	class ProxyGunnerOut : ProxyGunner
	{
	};
	class ProxyBasicSittingGunner : ProxyGunner
	{
	};
	class ProxyBasicStandingGunner : ProxyGunner
	{
	};
	class ProxyGunner01 : ProxyGunner
	{
	};
	class ProxyGunner02 : ProxyGunner
	{
	};

	class ProxyCargo : ProxyCrew
	{
		crewPosition = "CPCargo";
	};
	class ProxyCargoStanding : ProxyCargo
	{
	};
	class ProxyBasicSittingCargo : ProxyCargo
	{
	};
	class ProxyBasicStandingCargo : ProxyCargo
	{
	};
	class ProxyCargo01 : ProxyCargo
	{
	};
	class ProxyCargo02 : ProxyCargo
	{
	};
	class ProxyCargo03 : ProxyCargo
	{
	};
	class ProxyCargo04 : ProxyCargo
	{
	};

Flag

	class ProxyFlag
	{
		autocenter = 0;
		scope = 2;
		reversed = 0;
		shadow = 1;
		simulation = "Flag";
		model = "\A3\Characters_F\Proxies\flag";
		selectionFabric = "cloth";
	};
	class ProxyFlag_soldier : ProxyFlag
	{
		model = "\A3\characters_f\flag_soldier";
	};
	class ProxyPlane_Flag_F : ProxyFlag
	{
		model = "\A3\Air_F\Data\Plane_Flag_F";
		selectionFabric = "cloth";
	};
	class ProxyPlane_Flag_big_F : ProxyFlag
	{
		model = "\A3\Air_F\Data\Plane_Flag_big_F";
		selectionFabric = "cloth";
	};

	class ProxyFlag_F
	{
		scope = 1;
		model = "\a3\Structures_F\Mil\Flags\Flag_F.p3d";
		autocenter = 0;
		reversed = 0;
		selectionFabric = "latka";
		simulation = "Flag";
	};
	class ProxyFlag_Asym_F : ProxyFlag_F
	{
		model = "\a3\Structures_F\Mil\Flags\Flag_Asym_F.p3d";
	};

	class ProxyShipFlag_F
	{
		scope = 1;
		model = "\A3\Boat_F_Destroyer\Destroyer_01\ShipFlag_F.p3d";
		autocenter = 0;
		reversed = 0;
		selectionFabric = "latka";
		simulation = "Flag";
	};

	class ProxyFlagChecked_proxy_F
	{
		scope = 1;
		model = "\A3\Signs_F\SignSpecial\FlagChecked_proxy_F.p3d";
		autocenter = 0;
		reversed = 0;
		selectionFabric = "latka";
		simulation = "Flag";
	};

RandomShape

	class RandomShape
	{
		models[] = {};
		autocenter = 0;
		scope = 2;
		reversed = 0;
		shadow = 1;
		model = "";
		simulation = "RandomShape";
	};

Road

	class Bridge_base_F
	{
		class Destruction
		{
			animations[] = {};
		};
		scope = 0;
		scopeCurator = 0;
		displayName = "Bridge";
		model = "\A3\Weapons_F\empty.p3d";
		destrType = "DestructNo";
		simulation = "Road";
		armor = 500;
		cost = 30000;
	};
	class Land_Bridge_01_F : Bridge_base_F
	{
		scope = 1;
		model = "\A3\Structures_F\Bridges\Bridge_01_F.p3d";
	};
	class Land_Pier_doubleside_F : Bridge_base_F
	{
		scope = 2;
		scopeCurator = 2;
		displayName = "Pier (Concrete)";
		model = "\A3\Structures_F\Naval\Piers\Pier_doubleside_F.p3d";
		editorSubcategory = "EdSubcat_Seaports";
		icon = "iconObject_3x1";
	};
	class Land_Bridge_stone_asf2_25
	{
		model = "\Ca\roads2\bridge\Bridge_stone_asf2_25.p3d";
		simulation = "Road";
		armor = 50;
		class Destruction
		{
			animations[] = {{"ca\roads2\bridge\data\anim\bridge_stone_asf2.rtm",0.2,3}};
		};
	};

	class Land_most_stred30
	{
		model = "\ca\Roads\most_stred30.p3d";
		simulation = "Road";
		armor = 50;
		destrType = "destructBuilding";
		class Destruction
		{
			animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_03.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_04.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_05.rtm",0.2,17}};
		};
	};

House

	class Proxy_Radio2
	{
		simulation = "House";
		model = "\ca\misc\Radio2.p3d";
		autocenter = 0;
		scope = 2;
		scopeCurator = 2;
		animated = 0;
		reversed = 0;
	};

EditCursor

	class EditCursor
	{
		model = "\core\cursor\cursor.p3d";
		simulation = "EditCursor";
	};

ObjView

	class ObjView
	{
		scope = 2;
		model = "";
		simulation = "ObjView";
	};

Temp

	class Temp
	{
		scope = 2;
		model = "";
		simulation = "Temp";
	};

RopeSegment

	class RopeSegment
	{
		access = 0;
		scope = 2;
		displayName = "";
		simulation = "RopeSegment";
		autocenter = 0;
		animated = 0;
		model = "\A3\Data_f\proxies\Rope\rope.p3d";
	};

Camera

	class Camera
	{
		scope = 2;
		model = "";
		simulation = "Camera";
		crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
	};

CamConstruct

	class CamConstruct
	{
		scope = 2;
		model = "";
		simulation = "CamConstruct";
		radius = 125;
		maxHAL = 30;
		crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
	};

CamCurator

	class CamCurator
	{
		scope = 2;
		model = "";
		simulation = "CamCurator";
		radius = 125;
		maxHAL = 30;
		crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
	};

ProxySubpart

	class ProxyBysta
	{
		autocenter = 0;
		scope = 2;
		reversed = 1;
		animated = 1;
		model = "";
		simulation = "ProxySubpart";
	};

Windsock

	class ProxyWindsock_01_F
	{
		scope = 1;
		model = "\A3\Structures_F_Heli\Ind\Airport\Windsock_01_F.p3d";
		autocenter = 0;
		reversed = 0;
		selectionFabric = "latka";
		simulation = "Windsock";
		cloth = "Windsock";
	};

StreetLamp

	class StreetLamp
	{
		model = "";
		destrType = "DestructTree";
		simulation = "StreetLamp";
		animated = 0;
		colorDiffuse[] = {0.9,0.8,0.6};
		colorAmbient[] = {0.1,0.1,0.1};
		brightness = 0.2;
		class HitPoints
		{
			class HitBulb
			{
				armor = 1;
				material = 60;
				name = "lampa";
				passThrough = 1;
				explosionShielding = 1;
			};
		};
		armorStructural = 1;
		class Reflectors
		{
			class LampLight
			{
				color[] = {0.9,0.8,0.6,1};
				ambient[] = {0.1,0.1,0.1,1};
				position = "Light";
				direction = "";
				hitpoint = "lampa";
				selection = "";
				size = 0.5;
				brightness = 0.2;
			};
			class Light_1
			{
				color[] = {1100,700,500};
				ambient[] = {11,7,5};
				intensity = 5;
				size = 1;
				innerAngle = 80;
				outerAngle = 130;
				coneFadeCoef = 3;
				position = "Light_1_pos";
				direction = "Light_1_dir";
				hitpoint = "Light_1_hitpoint";
				selection = "Light_1_hide";
				useFlare = 1;
				flareSize = 0.9;
				flareMaxDistance = 100;
				class Attenuation
				{
					start = 0;
					constant = 0;
					linear = 0;
					quadratic = 0.8;
					hardLimitStart = 30;
					hardLimitEnd = 40;
				};
			};
		};
		aggregateReflectors[] = {{"Light_1"}};
		armorLights = 1;
	};

Alphabetical Order

A

acceleration

Float: in m/s^2

See also CfgVehicles_Config_Reference#acceleration

acceleration = 5;
acceleration = 7;
acceleration = 25;

access

Integer:

See also CfgVehicles_Config_Reference#access

access = 0;

aggregateReflectors

Array:

aggregateReflectors[] = {{"Light_1"}};

airFriction...

Array:

See also CfgVehicles_Config_Reference#airFriction

airFriction0[] = {200,20,60};
airFriction0[] = {40,20,60};

airFriction1[] = {1500,700,100};
airFriction1[] = {7500,700,100};

airFriction2[] = {125,12,2.5};
airFriction2[] = {25,12,2.5};

animated

Boolean:

// insects have no animation, only birds

See also CfgVehicles_Config_Reference#animated

animated = 0;
animated = 1;

armor

Float:

See also CfgVehicles_Config_Reference#armor (integer)

armor = 50;
armor = 500;

armorLights

Float:

See also CfgVehicles_Config_Reference#armor...

armorLights = 1;

armorStructural

Float:

See also CfgVehicles_Config_Reference#armor...

armorStructural = 1;

autoCenter

Boolean:

See also CfgVehicles_Config_Reference#autocenter

autoCenter = 0;

avgHeight

Float:

See also CfgVehicles_Config_Reference#...Height

avgHeight = 0.2;
avgHeight = 0.3;
avgHeight = 1.2;
avgHeight = 10;
avgHeight = 70;

B

brightness

Float:

1 == light is full at 50 m

See also CfgVehicles_Config_Reference#brightness

brightness = 0.2;

C

canBeShot

Boolean:

See also CfgVehicles_Config_Reference#canBeShot

canBeShot = 0;
canBeShot = 1;

classes Embedded

see #Embedded ClassNames

cloth

String:

cloth = "Windsock";

colorAmbient

Array:

See also CfgVehicles_Config_Reference#ambient

colorAmbient[] = {0.1,0.1,0.1};

colorDiffuse

Array:

colorDiffuse[] = {0.9,0.8,0.6};

cost

Float:

See also CfgVehicles_Config_Reference#cost

cost = 30000;

crewPosition

String:

crewPosition = "CPCargo";
crewPosition = "CPCommander";
crewPosition = "CPDriver";
crewPosition = "CPGunner";

crossHairs

String:

crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";

D

destrType

String:

See also CfgVehicles_Config_Reference#destrType

destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";

displayName

String:

See also CfgVehicles_Config_Reference#displayName

displayName = "Text";

E

editorSubcategory

String:

See also CfgVehicles_Config_Reference#editorSubcategory

editorSubcategory = "EdSubcat_Seaports";

Embedded ClassNames

AttributeValues class
class AttributeValues
{
	size2[] = {5,5};
	size3[] = {5,5,5};
	IsRectangle = 1;
};
Destruction class
class Destruction
{
	animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},...};
};
EventHandlers class

See also CfgVehicles_Config_Reference#EventHandlers... Class

class EventHandlers
{
	init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
HitPoints class
class HitPoints
{
	class HitBulb
	{
		armor = 1;
		material = 60;
		name = "lampa";
		passThrough = 1;
		explosionShielding = 1;
	};
};
Reflectors class

See also CfgVehicles_Config_Reference#Reflectors Class

class Reflectors
{
	class LampLight
	{
		color[] = {0.9,0.8,0.6,1};
		ambient[] = {0.1,0.1,0.1,1};
		position = "Light";
		direction = "";
		hitpoint = "lampa";
		selection = "";
		size = 0.5;
		brightness = 0.2;
	};
	class Light_1
	{
		color[] = {1100,700,500};
		ambient[] = {11,7,5};
		intensity = 5;
		size = 1;
		innerAngle = 80;
		outerAngle = 130;
		coneFadeCoef = 3;
		position = "Light_1_pos";
		direction = "Light_1_dir";
		hitpoint = "Light_1_hitpoint";
		selection = "Light_1_hide";
		useFlare = 1;
		flareSize = 0.9;
		flareMaxDistance = 100;
		class Attenuation
		{
			start = 0;
			constant = 0;
			linear = 0;
			quadratic = 0.8;
			hardLimitStart = 30;
			hardLimitEnd = 40;
		};
	};
};

F

flySound

Array:

See also CfgVehicles_Config_Reference#Sounds Various

flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};

fsm

Array:

fsm[] = {"Butterfly"};
fsm[] = {"Dragonfly"};
fsm[] = {"HoneyBee"};

H

hiddenSelections

Array:

See also CfgVehicles_Config_Reference#hiddenSelections

hiddenSelections[] = {"Camo1","Camo2","Camo3"};

I

icon

String:

See also CfgVehicles_Config_Reference#icon

icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
icon = "iconObject_3x1";

inventoryType

String:

inventoryType = "Backpack";
inventoryType = "EarPhones";
inventoryType = "Goggles";
inventoryType = "Handgun";
inventoryType = "Headgear";
inventoryType = "HMD";
inventoryType = "LeftHand";
inventoryType = "PistolHolstered";
inventoryType = "RightHand";
inventoryType = "Vest";

M

maxHAL

Float: camera max. height above land

maxHAL = 30;

maxHeight

Float:

See also CfgVehicles_Config_Reference#...Height

maxHeight = 1.5;
maxHeight = 1;
maxHeight = 2;
maxHeight = 50;
maxHeight = 80;

maxSpeed

Float: in m/s

See also CfgVehicles_Config_Reference#...Speed

maxSpeed = 0.2;
maxSpeed = 1;
maxSpeed = 5;
maxSpeed = 20;

minHeight

Float:

See also CfgVehicles_Config_Reference#...Height

minHeight = -0.1;// allow landing
minHeight = 5;
minHeight = 60;

minSpeed

Float: in m/s

See also CfgVehicles_Config_Reference#...Speed

minSpeed = -0.1;
minSpeed = -0.5;

model

String:

See also CfgVehicles_Config_Reference#model

model = "\A3\Weapons_F\empty.p3d";

models

Array:

models[] = {};

moves

String:

See also CfgVehicles_Config_Reference#moves

moves = "CfgMovesBird";
moves = "CfgMovesButterfly";

R

radius

Float: camera construction radius

radius = 125;

reversed

Boolean:

See also CfgVehicles_Config_Reference#reversed

reversed = 0;
reversed = 1;

S

scope

Integer:

See also CfgVehicles_Config_Reference#scope

scope = 0;
scope = 1;
scope = 2;

scopeCurator

Integer:

scopeCurator = 0;
scopeCurator = 2;

selectionFabric

String:

See also CfgVehicles_Config_Reference#selection...

selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";

shadow

Boolean:

shadow = 1;

simulation

String:

See also CfgVehicles_Config_Reference#simulation

simulation = "AlwaysHide";
simulation = "AlwaysShow";
simulation = "CamConstruct";
simulation = "CamCurator";
simulation = "Camera";
simulation = "Detector";
simulation = "EditCursor";
simulation = "Flag";
simulation = "House";
simulation = "Magazine";
simulation = "Maverickweapon";
simulation = "ObjView";
simulation = "ProxyCrew";
simulation = "ProxyHeadgear";
simulation = "ProxyInventoryOld";
simulation = "ProxyRadio";
simulation = "ProxyRetex";
simulation = "ProxySecWeapon";
simulation = "ProxySubpart";
simulation = "ProxyWeapon";
simulation = "Pylonpod";
simulation = "RandomShape";
simulation = "Road";
simulation = "RopeSegment";
simulation = "SeaGull";
simulation = "StreetLamp";
simulation = "Temp";
simulation = "Windsock";

singSound

Array:

See also CfgVehicles_Config_Reference#Sounds Various

singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};

straightDistance

Float:

See also CfgVehicles_Config_Reference#straightDistance

straightDistance = 0.5;
straightDistance = 2;
straightDistance = 10;
straightDistance = 50;

T

turning

Float: angular acceleration - relative (the higher, the more maneuvrable)

See also CfgVehicles_Config_Reference#turning

turning = 1;
turning = 2;
turning = 5;