Turret Config Reference: Difference between revisions
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Very fortunately, these values (memory points eg), are almost universal. It is a strange and wonderful model indeed that strays from the standard Czech names for these points. | Very fortunately, these values (memory points eg), are almost universal. It is a strange and wonderful model indeed that strays from the standard Czech names for these points. | ||
In General, an inherited model will have already had these standard Czech names supplied by the parent. So at best, they are *generally* not required to be stated, and at worst, using the 'example' name supplied in the alpabetic list below is a fairly sage bet. (if you | In General, an inherited model will have already had these standard Czech names supplied by the parent. So at best, they are *generally* not required to be stated, and at worst, using the 'example' name supplied in the alpabetic list below is a fairly sage bet. (if you have not got an OctoVez in your model,it's your problem, isn't it) | ||
Revision as of 09:13, 18 January 2021
Template:Stub OFP used an optional turret class for some, few, models.
Arma uses a Turrets (plural) class.
Generally, there is only a single "MainTurret" in the turrets class of any model that wants to have one. Or put another way, any model that has any turrets at all, will have a MainTurret class plus additionals if any.
This (often empty) Turrets class is embedded in the class heirarchy of many generic base models. A generic base model == Tank eg. Ie, a generic class that all real tanks inherit. For the given tank (a T80 eg), it is expected, that values will be filled into the (often empty) Turrets class already provided. Some model families (HMMV_Base eg) flesh out this turrets class for all their children, others don't. The principle being, that many child models will inherit a Turrets class whether they want it or not.
As a consequence, many models that don't have turrets require
class Turrets{};
Ie, their parent (or parents) have inherited a Turret class that needs to be ignored (for this model and it is children). It is good practice to put the above statement in your model (if you dont use turrets). A later change by you to a 'better' (tm) parent might introduce unexpected errors if that parent has a turrets class and you didn't want one anyway.
Creating
Creating any turret (singular) class for your model involves the use of
class CfgVehicles
{
class SomeModel // AllVehicles eg
{
class NewTurret; // derive from your base base base class
};
class MyGreatModel : SomeModel // AllVehicles eg
{
class Turrets
{
class MainTurret : NewTurret // build (or overwrite) a completely new turret
{
...
};
class MoreTurrets : NewTurret // if any
{
...
};
};
};
};
AllVehicles is the lowest possible base class where you can obtain a pristine NewTurret class. It would be an unusual model to inherit directly from AllVehicles (you might derive NewTurret from there, again, unusual), but you are unlikely to INHERIT AllVehicles directly. More likely, you've got some other generic class that fills in much of the donkey work. For the purposes of obtaining a NewTurret, it matters diddly squat where it comes from. ALL models have one. Used, or not.
Inheriting
There are of course, derivations on the theme, aka
class CfgVehicles
{
class Ship;
class Boat : Ship
{
class Turrets
{ // your model has to inerit from somewhere!!!
class NewTurret; // create an entirely new animal OR
class MainTurret; // twiddle what's aleady there IF THERE !!!
};
};
class MyGreatModel : Boat
{
class Turrets:Turrets
{
class MainTurret : NewTurret // create an entirely new one OR
class MainTurret : MainTurret // just twiddle a few things from the generic class
{
...
};
};
};
};
The bottom line is that, ultimately, your turret will attach a NewTurret class (whether inherited, or, created right then)
ALL models, ultimately, derive their turret(s), from this one, singular, NewTurret class.
The NewTurret class is embedded in ALL Vehicle classes (via the bin/config.bin). It can be used, or ignored, but it is unconditially there.
The following alphabetical sort describes all values that can be set in YOUR derived NewTurret (eg your MainTurret)
Notes
- In the following list, the default value is declared. Ie the value that comes from the (sometimes inherited) NewTurret class. There should be no requirement to restate a default value unless the class you inherit from has done so.
- Some values cannot be known by the NewTurret class and are defaulted to empty. They need you, to fill them in. They are of course string values pertaining to YOUR model.
Very fortunately, these values (memory points eg), are almost universal. It is a strange and wonderful model indeed that strays from the standard Czech names for these points.
In General, an inherited model will have already had these standard Czech names supplied by the parent. So at best, they are *generally* not required to be stated, and at worst, using the 'example' name supplied in the alpabetic list below is a fairly sage bet. (if you have not got an OctoVez in your model,it's your problem, isn't it)
Alphabetic
A
animationSourceBody = "mainTurret"
String: controller source name for use with this turret's body in the cfgModels class.
class CfgModels
{
class YourModel : InheritedFromSomeWhere
{
class Animations : Animations
{
class MainTurret
{
type="rotationY";
source="mainTurret"; // The controller that provides input above
selection="OtocVez"; // The name of the skeleton bone used.
axis="OsaVeze"; // name of the axis in the model.
};
};
};
};
animationSourceGun = "mainGun"
String: Creates a new animation source for use with this turret's gun in the cfgModels class.
animationSourceHatch = "hatchGunner"
String :Creates a new animation source for use with this turret's gunner hatch in the cfgModels class.
animationSourceElevation = ""
String : Creates a new animation source to be used for raising/lowering the turret. (new in A3)
animationSourceCamElev = ""
String : Creates animation for camera movement which is independent from the main cannon (see artillery guns, new in A3)
animationSourceStickX = ""
String : Creates animation transferring controller input in X axis. Useful for i.e. joystick in turrets (new in A3) in A3)
animationSourceStickY = ""
String : Creates animation transferring controller input in Y axis. Useful for i.e. joystick in turrets (new in A3)
B
body = "mainTurret"
String: This defines the animation to be used for the horizontally moving selection of the turret and must be a model.cfg's animation classname. The name of the source for the animation is defined via animationSourceBody.
C
cameraDir = ""
String : unknown. (new in A3) used in conjunction with artillery turrets with detached camera elevation from gun elevation
canHideGunner = true
castGunnerShadow = false
class GunFire: WeaponFireGun{}
class GunClouds: WeaponCloudsGun{}
class MGunClouds: WeaponCloudsMGun{}
These all inherit the default external class
class HitPoints
class HitPoints
{
class HitTurret
{
armor = 0.8;
material = 51;
name = "turret";
visual = "turret";
passThrough = 1;
};
class HitGun
{
armor = 0.6;
material = 52;
name = "gun";
visual = "gun";
passThrough = 1;
};
};
class Turrets{}
no embedded turret(s)
class ViewGunner
class ViewGunner
{
initAngleX = 5;
minAngleX = -85;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
initFov = 0.7;
minFov = 0.42; // FOV of 0.4 is considered as 1x magnification by RSC displays
maxFov = 0.85;
};
class ViewOptics
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.3; // baseline FOV 0.4 / optic FOV 0.3 = x1.33 magnification
minFov = 0.07; // baseline FOV 0.4 / optic FOV 0.07 = x5.7 magnification
maxFov = 0.35; // baseline FOV 0.4 / optic FOV 0.35 = x1.14 magnification
};
commanding = 1
Integer The commanding number defines who is in command of the vehicle. The turret with the highest number will be the vehicles commander. If he dies, the crew of the turret with the nearest smaller number will take over command, etc.
D
dontCreateAI = false
Don't create AI in this turret
E
elevationMode = 3
0 - Default, manual elevation by mouse
1 - Manual elevation by elevUp/Down actions (Page Up/Page Down with default keybinds)
2 - Auto elevation to the aimed position
3 - Switchable between manual elevation (1) and auto elevation (2) - with elevationMode = 3 the gun barrel is elevated via the page-up and page-down keys. (new in A3).
ejectDeadGunner = false
Boolean If true, the gunner's body will be ejected when killed.
elevationAnimSourceSpeed = 1.0f
Float. Speed of rising/lowering turret. See animationSourceElevation
F
forceHideGunner = false
Boolean If true, the gunner will not be able to turn out.
G
gun = "mainGun"
String: This defines the animation to be used for the verticaly moving selection of the turret and must be a model.cfg's animation classname. The name of the source for the animation is defined via animationSourceGun.
gunAxis = ""
String
Description: Axis selectionname in MemoryLOD (for the gun axis, ie mouse up and down input).
gunAxis="OsaHlavne";
gunBeg = ""
String The name of the barrel's front point in the model.
example: gunBeg="usti hlavne";
gunEnd = ""
String The name of the barrel's rear point in the model.
example: gunEnd="konec hlavne";
gunnerAction = ""
String The name of the animation the gunner is using while turned out.
gunnerCompartments = "Compartment1"
String Only units sharing a compartment can switch seats.
gunnerFireAlsoInInternalCamera = true
gunnerForceOptics = true
Boolean Forces the gunner to use optics while turned in.
gunnerGetInAction = ""
String Name of animation used for Get In action
gunnerGetOutAction = ""
String Name of animation used for Get Out action
gunnerInAction = ""
String The name of the animation the gunner is using while turned in.
gunnerName = "Gunner"
String Allows to use a custom string for the name of the turret.
example gunnerName="Rear Gunner";
gunnerNotSpawned = false
Boolean Used in A3 vanilla for Copilot turrets. Difference between gunnerNotSpawned and dontCreateAI is unknown.
//Parameter doesn't exist in engine
gunnerOpticsColor[] = {0,0,0,1}
gunnerOpticsEffect[] = {}
Array Defines the Effects used for the optical view when turned in. Effects correspond to classes defined in CfgOpticsEffect.
example gunnerOpticsEffect[]={"TankGunnerOptics1","OpticsCHAbera1"};
gunnerOpticsModel = ""
String The optics model used when gunner is not turned out.
example: gunnerOpticsModel="\ca\Tracked\optika_tank_gunner";
gunnerOutFireAlsoInInternalCamera = true
gunnerOutForceOptics = false
Boolean Forces the gunner to use optics while turned out.
gunnerOutOpticsColor[] = {0,0,0,1}
gunnerOutOpticsEffect[] = {}
gunnerOutOpticsModel = ""
String
Description: The optics model used when gunner is turned out.
gunnerOutOpticsModel="\ca\Weapons\optika_empty";
gunnerOutOpticsShowCursor = false
gunnerType = ""
String
Description: New in A3. The soldier class that is the default crew for this turret. Overwrites the class defined in the CfgVehicle crew=""; token
gunnerType="O_Soldier_F";
gunnerLeftHandAnimName = ""
String
Description: Defines bone for IK animations for gunner left hand
gunnerRightHandAnimName = ""
String
Description: Defines bone for IK animations for gunner right hand
gunnerUsesPilotView = false
Boolean The gunner will use the View LOD - Pilot if true.
H
hasGunner = true
Boolean When false, AI and players can't enter the turret from the outside. Players can switch to the turret from inside the vehicle however (if there is an enterable position with the same Compartment).
hideWeaponsGunner = true
Boolean If true, the gunners weapons (his rifle) will not be displayed.
I
InGunnerMayFire = true
Boolean If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
initElev = 0
Degrees The initial elevation of the gun.
initTurn = 0
Degrees The initial turn of the turret.
isCopilot = 0
isPersonTurret = 2
Value 1 gives a working turret but only accessible from the inside while 2 enables a person to get into the turret from outside.
L
lockWhenDriverOut = false
Boolean If true, the turret can not be moved while the driver is turned out.
lockWhenVehicleSpeed = -1
Integer Vehicle speed (in meter per second) at which point the turret will automatically return to a neutral pose (does not match up with "initElev" or "initTurn"). Value of -1 means it will never lock.
LODTurnedIn = -1
Integer Defines the LOD that is to be used when the Gunner is turned in. Value=-1 seems to default to the standard LOD (for Turret's that is Gunnerview). Note that LODTurnedIn=VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).
Value: -1 or 0 =Default LOD; 1=first resolution LOD; 1000=Gunnerview; 1100=Pilotview; 1200=Cargoview.
The View_Commander LOD is the default for turrets that have "primaryObserver=1;" and "primaryGunner=0;" in their config. The View_Commander LOD can't be accessed manually in any other way.
LODTurnedOut = -1
Integer Defines the LOD that is to be used when the Gunner is turned out. The same rules as with LODTurnedIn apply.
LODOpticsIn = -1
Integer Defines the LOD that is to be used when the Gunner is turned in & in optics mode. Value=-1 or 0 default to the standard LOD (for Turret's that is Gunnerview). Note that LODTurnedIn=VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).
Value: -1 or 0 = Default LOD; 1=first resolution LOD; 1000=Gunnerview; 1100=Pilotview; 1200=Cargoview.
The View_Commander LOD is the default for turrets that have "primaryObserver=1;" and "primaryGunner=0;" in their config. The View_Commander LOD can't be accessed manually in any other way.
LODOpticsOut = -1
Integer Defines the LOD that is to be used when the Gunner is turned out & optics in. The same rules as with LODOpticsIn apply.
M
magazines[] = {}
Array An array made of all magazines this turret is equipped with.
example magazines[]={"BigGunMagazine","SmallGunMagazine"};
maxElev = 20
Degrees The maximum elevation of the gun.
maxHorizontalRotSpeed = 1.2
Float The maximum horizontal speed of the turret.
maxHorizontalRotSpeed = "((360/X)/45)";
X = time in seconds to turn 360°
maxTurn = 360
Degrees The maximum turn of the turret, unit is deegres.
maxVerticalRotSpeed = 1.2
Float The maximum vertical speed of the turret, unit unknown. Bigger value - bigger rotation speed
memoryPointsGetInGunner = ""
String The name of the get in-point selection for this turret, located in the Memory-LOD of the model.
example: memoryPointsGetInGunner="pos gunner";
memoryPointsGetInGunnerDir = ""
String The name of the dir-point selection for this turret, located in the Memory-LOD of the model. It is used to make the gunner face a special direction while entering the vehicle.
memoryPointsGetInGunnerDir="pos gunner dir";
memoryPointGun = ""
String The point in the model where the MG fire of this turret will come from.
memoryPointGun="machineGun";
memoryPointGunnerOptics = ""
String The point in the model that defines gunner view point.
example: memoryPointGunnerOptics="gunnerview";
memoryPointGunnerOutOptics = ""
minElev = -4
Degrees The minimal elevation of the gun.
minTurn = -360
Degrees The minimal turn of the turret, unit is degrees.
missileBeg = "spice rakety"
missileEnd = "konec rakety"
O
outGunnerMayFire = false
Boolean If true, the gunner will be able to fire and move(!) the turret while turned out.
P
primary= 1
Unknown: ??
primaryGunner = true
Boolean True if this turret is used by the primary gunner, false else.
primaryObserver = false
Boolean True if this turret is used by the primary observer (e.g. tank commander), false else.
proxyType = "CPGunner"
String: The proxy type of the turrets gunner, this may be CPGunner or CPCommander. The proxies have to be named according to this setting, so either "proxy:Gunner.XX" or "proxy:Commander.XX".
proxyIndex = 1
Integer: The proxy index of the turrets gunner. If your proxyType is "CPGunner" and proxyIndex=1, the proxyname must be "proxy:Gunner.01", etc.
playerPosition = 1
Integer: Player position, used for sound controller "playerPos" - see https://community.bistudio.com/wiki/Arma_3_Sound:_SoundControllers
S
selectionFireAnim = ""
showgunneroptics
Boolean
Description: ???
showgunneroptics=true;
//Doesn't exist in engine
showAsCargo = false
Boolean If true, turret is considered as Cargoposition
soundServo[] = {"",0.003162,1.0}
Array Sound of the turrets servo, this is played whenever the turret is moving.
stabilizedInAxes = 3
0 - No stabilization 1 - Gun elevation stabilized 2 - Turret traverse stabilized 3 - Both stabilized 4 - ???
If you use strings "StabilizedInAxisX" and the like, they won't work unless you create #define 's in your config.
#define StabilizedInAxesNone 0
#define StabilizedInAxisX 1
#define StabilizedInAxisY 2
#define StabilizedInAxesBoth 3
#define StabilizedInAxesXYZ 4
startEngine = true
Boolean If true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving.
T
turretAxis
String
Description: Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input).
turretAxis="OsaVeze";
turretFollowFreeLook = 0
Float If 1, turret is slaved to the gunners viewdirection in freelook. When values is set to 2, it is possible to control turret on weaponless turrets. Value 1 is used in Attack Helicopters for example.
U
usePip = 0
Float Gunner head movement will rotate the picture-in-picture (PIP) camera instead of the gunner's head within the vehicle. Used for example in the Blackfish gunner turrets and the Hunter RCWS versions. Since 1.73.141940 it is possible to use usePiP=2, which is going to make gunner following main turret movement - used i.e. for mortar gunner.
V
viewGunnerInExternal = false
Boolean View gunner in external.
viewGunnerShadow = true
viewGunnerShadowDiff = 1.0
viewGunnerShadowAmb = 1.0
W
weapons[] = {}
Array An array made of all weapons this turret is armed with.
example: weapons[]={"BWMod_L55","BWMod_MG3_veh"};