Config Properties Megalist: Difference between revisions

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==CfgAmmo==
==CfgAmmo==
Projectile-specific properties
Projectile-specific properties
===airFriction===
How much the projectile slows down as it travels through air. Seems to = Bird-Livingston "ballistic K factor" * 0.0000001. Sources: [https://community.bistudio.com/wiki/Weapons_settings a], [http://forums.bistudio.com/showthread.php?153417-airFriction b].
===caliber===
===cost===
===deflecting===
===explosive===
===hit===
===hit===
tbd
===indirectHit===
===indirectHit===
tbd
===muzzle velocity===
===muzzle velocity===
Tricked you! Muzzle velocity for a projectile is defined in the CfgMagazines class and it's called "initSpeed".
Tricked you! Muzzle velocity for a projectile is defined in the CfgMagazines class and it's called "initSpeed".
===timeToLive===
===typicalspeed===
===nvgOnly===
===visibleFire===
===visibleFireTime===
==CfgMagazines==
==CfgMagazines==
Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.
Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.

Revision as of 20:03, 13 October 2014

Intro

Arma 3 documentation is scattered to the 4 winds, and this applies to config file properties as much as anything. This is an attempt to make a single master list of properties with links. Yes, there are other partial lists but they have problems: obsolete information, and no links to their sources. So rather than rummage and re-order everyone else's lists, I'm going to add my own in the hopes that it serves as a comprehensive resource (by Arma standards!).

(This list was compiled in Fall of 2014, and should be up-to-date as of that point.~Olds.)

How Do Configs Work?

Weapons

For understandable reasons, weapons data is scattered across several different config classes. Defining a weapon properly requires working with all these classes.

CfgAmmo

Projectile-specific properties

airFriction

How much the projectile slows down as it travels through air. Seems to = Bird-Livingston "ballistic K factor" * 0.0000001. Sources: a, b.

caliber

cost

deflecting

explosive

hit

indirectHit

muzzle velocity

Tricked you! Muzzle velocity for a projectile is defined in the CfgMagazines class and it's called "initSpeed".

timeToLive

typicalspeed

nvgOnly

visibleFire

visibleFireTime

CfgMagazines

Magazine properties plus some projectile-specific stuff that gets stored here instead of CfgAmmo.

initSpeed

tbd

CfgWeapons

Gun-specific properties.

Vehicles

tbd

CfgVehicles

ebd