Turret Config Reference: Difference between revisions

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'''Description:''' The horizontaly moving selection of the turret.
'''Description:''' The horizontaly moving selection of the turret.
  body="mainTurret";
  body="mainTurret";
=E=
== ejectDeadGunner ==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' If true, the gunners body will be ejected when killed.
ejectDeadGunner=0;


=F=
=F=
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'''Description:''' Allows to use a custom string for the name of the turret.
'''Description:''' Allows to use a custom string for the name of the turret.
  gunnerName="Rear Gunner";
  gunnerName="Rear Gunner";
== gunnerOpticsModel ==
[[TokenNameValueTypes|String]]<br>
'''Description:''' The optics model used when gunner is not turned out.
gunnerOpticsModel="\ca\Tracked\optika_tank_gunner";
== gunnerForceOptics ==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Forces the gunner to use optics while turned in.
gunnerForceOptics=1;
== gunnerOutOpticsModel ==
[[TokenNameValueTypes|String]]<br>
'''Description:''' The optics model used when gunner is turned out.
gunnerOutOpticsModel="\ca\Weapons\optika_empty";
== gunnerOutForceOptics ==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Forces the gunner to use optics while turned out.
gunnerForceOutOptics=1;


=H=
=H=
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'''Description:''' If true, the turret will be manned when the vehicle is placed in the editor.
'''Description:''' If true, the turret will be manned when the vehicle is placed in the editor.
  hasGunner=1;
  hasGunner=1;
== hideWeaponsGunner ==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' If true, the gunners weapons (his rifle) will not be displayed.
hideWeaponsGunner=1;


=I=
=I=

Revision as of 14:52, 3 May 2007

Template:Stub

Introduction

A

animationSourceBody

String
Description: The animation used to move the turrets body, as defined in the cfgModels and cfgSkeleton parts of your model.

animationSourceBody="mainTurret";

animationSourceGun

String
Description: The animation used to move the turrets gun, as defined in the cfgModels and cfgSkeleton parts of your model.

animationSourceGun="mainGun";

animationSourceHatch

String
Description: The animation used to open and close the turrets hatch, if available.

animationSourceHatch="hatchGunner";

B

body

String
Description: The horizontaly moving selection of the turret.

body="mainTurret";

E

ejectDeadGunner

Boolean
Description: If true, the gunners body will be ejected when killed.

ejectDeadGunner=0;

F

forceHideGunner

Boolean
Description: If true, the gunner will not be able to turn out.

forceHideGunner=0;

G

gun

String

gun="mainGun";

Description: The verticaly moving selection of the turret. This is, in most cases, the gun itself.

gunnerName

String
Description: Allows to use a custom string for the name of the turret.

gunnerName="Rear Gunner";

gunnerOpticsModel

String
Description: The optics model used when gunner is not turned out.

gunnerOpticsModel="\ca\Tracked\optika_tank_gunner";

gunnerForceOptics

Boolean
Description: Forces the gunner to use optics while turned in.

gunnerForceOptics=1;

gunnerOutOpticsModel

String
Description: The optics model used when gunner is turned out.

gunnerOutOpticsModel="\ca\Weapons\optika_empty";

gunnerOutForceOptics

Boolean
Description: Forces the gunner to use optics while turned out.

gunnerForceOutOptics=1;

H

hasGunner

Boolean
Description: If true, the turret will be manned when the vehicle is placed in the editor.

hasGunner=1;

hideWeaponsGunner

Boolean
Description: If true, the gunners weapons (his rifle) will not be displayed.

hideWeaponsGunner=1;

I

InGunnerMayFire

Boolean
Description: If true, the gunner will be able to fire the turrets weapons while inside the vehicle.

inGunnerMayFire=1;

L

lockWhenDriverOut

Boolean
Description: If true, the turret can not be moved while the gunner is turned out.

lockWhenDriverOut=0;

M

magazines[]

Array
Description: An array made of all magazines this turret is equipped with.

magazines[]={"BigGunMagazine","SmallGunMagazine"};

memoryPointsGetInGunner

String
Description: The name of the get in-point selection for this turret, located in the Memory-LOD of the model.

memoryPointsGetInGunner="pos gunner";

memoryPointsGetInGunnerDir

String
Description: 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";

O

outGunnerMayFire

Boolean
Description: If true, the gunner will be able to fire the turrets weapons while turned out.

outGunnerMayFire=0;

P

primaryGunner

Boolean
Description: True if this turret is used by the primary gunner, false else.

primaryGunner=1;

primaryObserver

Boolean
Description: True if this turret is used by the primary observer (e.g. tank commander), false else.

primaryObserver=1;

proxyType

String
Description: 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".

proxyType="CPGunner";

proxyIndex

Integer
Description: The proxy index of the turrets gunner. If your proxyType is "CPGunner" and proxyIndex=1, the proxyname must be "proxy:Gunner.01", etc.

proxyIndex=1;

S

soundServo[]

Array
Description: Sound of the turrets servo, this is played whenever the turret is moving.

soundServo[]={"",0.003162,1.000000};

startEngine

Boolean
Description: If true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving.

startEngine=0;

W

weapons[]

Array
Description: An array made of all weapons this turret is armed with.

weapons[]={"BWMod_L55","BWMod_MG3_veh"};