CfgNonAIVehicles Config Reference: Difference between revisions

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{{Stub}}
{{Wiki|stub}}
{{Feature|informative|For the basics, see also [[CfgVehicles_Config_Reference#Introduction|CfgVehicles Config Reference]].}}


{{Cfg ref|start}}
{{ConfigPage|start}}
 
== Introduction ==
 
For basics see also: [[CfgVehicles_Config_Reference#Introduction|CfgVehicles Config Reference]]


== References ==
== References ==


Weapon magazines:
Weapon magazines:
* [[Arma_3_Magazine_Proxies#CfgNonAIVehicles]]
* {{Link|Arma 3: Magazine Proxies#CfgNonAIVehicles}}


Missiles on planes:
Missiles on planes:
* [[Arma_3_Vehicle_Loadouts#CfgNonAIVehicles:_simulation:_pylonpod]]
* {{Link|Arma 3: Vehicle Loadouts#CfgNonAIVehicles: simulation: pylonpod}}
* https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/
* {{Link|https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/}}
* https://forums.bohemia.net/forums/topic/144184-proxy-problem/
* {{Link|https://forums.bohemia.net/forums/topic/144184-proxy-problem/}}
* https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/
* {{Link|https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/}}
* https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/
* {{Link|https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/}}
* https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/
* {{Link|https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/}}


Missiles on non planes:
Missiles on non planes:
* https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/
* {{Link|https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/}}
* https://forums.bohemia.net/forums/topic/174197-turrets-proxy/
* {{Link|https://forums.bohemia.net/forums/topic/174197-turrets-proxy/}}


Ammoboxes and fuel cans on vehicles:
Ammoboxes and fuel cans on vehicles:
* https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/
* {{Link|https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/}}
* https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/
* {{Link|https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/}}


NVGs:
NVGs:
* https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/
* {{Link|https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/}}
* https://forums.bohemia.net/forums/topic/116645-proxy-question/
* {{Link|https://forums.bohemia.net/forums/topic/116645-proxy-question/}}


Street lights and bridges:
Street lights and bridges:
* https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/
* {{Link|https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/}}
* https://forums.bohemia.net/forums/topic/24583-street-lights/ (pre A3)
* {{Link|https://forums.bohemia.net/forums/topic/24583-street-lights/}} (pre A3)


Animals:
Animals:
Line 42: Line 39:
* [[createTrigger]]
* [[createTrigger]]
* [[create3DENEntity]]
* [[create3DENEntity]]
* http://killzonekid.com/arma-scripting-tutorials-triggers/
* {{Link|http://killzonekid.com/arma-scripting-tutorials-triggers/}}
* https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/
* {{Link|https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/}}


== Simulations ==
== Simulations ==
=== Detector ===
<syntaxhighlight lang="cpp">
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;
};
};
</syntaxhighlight>
=== Flag ===
<syntaxhighlight lang="cpp">
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 = "";
};
</syntaxhighlight>
=== SeaGull ===
<syntaxhighlight lang="cpp">
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;
};
</syntaxhighlight>
=== ProxyWeapon ===
<syntaxhighlight lang="cpp">
class ProxyWeapon
{
autocenter = 0;
scope = 2;
reversed = 0;
animated = 0;
shadow = 1;
model = "";
simulation = "ProxyWeapon";
};
</syntaxhighlight>
=== Magazine ===
<syntaxhighlight lang="cpp">
class ProxyMagazineSlot : ProxyWeapon
{
model = "";
simulation = "Magazine";
};
</syntaxhighlight>
=== ProxyRadio ===
<syntaxhighlight lang="cpp">
class ProxyRadio_proxy : ProxyWeapon
{
simulation = "Proxyradio";
};
</syntaxhighlight>
=== ProxyHeadgear ===
<syntaxhighlight lang="cpp">
class ProxyHeadGear_proxy : ProxyWeapon
{
simulation = "Proxyheadgear";
};
</syntaxhighlight>
=== Maverickweapon ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== Pylonpod ===
<syntaxhighlight lang="cpp">
class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon
{
model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d";
simulation = "Pylonpod";
};
</syntaxhighlight>
=== ProxySecWeapon ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== ProxyInventoryOld ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== AlwaysHide ===
<syntaxhighlight lang="cpp">
class ProxyHide
{
autocenter = 0;
scope = 2;
animated = 0;
model = "";
simulation = "AlwaysHide";
};
</syntaxhighlight>
=== AlwaysShow ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== ProxyRetex ===
<syntaxhighlight lang="cpp">
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"};
};
</syntaxhighlight>
=== ProxyCrew ===
<syntaxhighlight lang="cpp">
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
{
};
</syntaxhighlight>
=== Flag ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== RandomShape ===
<syntaxhighlight lang="cpp">
class RandomShape
{
models[] = {};
autocenter = 0;
scope = 2;
reversed = 0;
shadow = 1;
model = "";
simulation = "RandomShape";
};
</syntaxhighlight>
=== Road ===
<syntaxhighlight lang="cpp">
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}};
};
};
</syntaxhighlight>
=== House ===
<syntaxhighlight lang="cpp">
class Proxy_Radio2
{
simulation = "House";
model = "\ca\misc\Radio2.p3d";
autocenter = 0;
scope = 2;
scopeCurator = 2;
animated = 0;
reversed = 0;
};
</syntaxhighlight>
=== EditCursor ===
<syntaxhighlight lang="cpp">
class EditCursor
{
model = "\core\cursor\cursor.p3d";
simulation = "EditCursor";
};
</syntaxhighlight>
=== ObjView ===
<syntaxhighlight lang="cpp">
class ObjView
{
scope = 2;
model = "";
simulation = "ObjView";
};
</syntaxhighlight>
=== Temp ===
<syntaxhighlight lang="cpp">
class Temp
{
scope = 2;
model = "";
simulation = "Temp";
};
</syntaxhighlight>
=== RopeSegment ===
<syntaxhighlight lang="cpp">
class RopeSegment
{
access = 0;
scope = 2;
displayName = "";
simulation = "RopeSegment";
autocenter = 0;
animated = 0;
model = "\A3\Data_f\proxies\Rope\rope.p3d";
};
</syntaxhighlight>
=== Camera ===
<syntaxhighlight lang="cpp">
class Camera
{
scope = 2;
model = "";
simulation = "Camera";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
};
</syntaxhighlight>
=== CamConstruct ===
<syntaxhighlight lang="cpp">
class CamConstruct
{
scope = 2;
model = "";
simulation = "CamConstruct";
radius = 125;
maxHAL = 30;
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
};
</syntaxhighlight>
=== CamCurator ===
<syntaxhighlight lang="cpp">
class CamCurator
{
scope = 2;
model = "";
simulation = "CamCurator";
radius = 125;
maxHAL = 30;
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
};
</syntaxhighlight>
=== ProxySubpart ===
<syntaxhighlight lang="cpp">
class ProxyBysta
{
autocenter = 0;
scope = 2;
reversed = 1;
animated = 1;
model = "";
simulation = "ProxySubpart";
};
</syntaxhighlight>
=== Windsock ===
<syntaxhighlight lang="cpp">
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";
};
</syntaxhighlight>
=== StreetLamp ===
<syntaxhighlight lang="cpp">
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;
};
</syntaxhighlight>


== Alphabetical Order ==
== Alphabetical Order ==


{{Cfg ref|end}}
=== A ===
 
==== acceleration ====
 
[[TokenNameValueTypes|Float]]: in m/s^2
 
See also [[CfgVehicles_Config_Reference#acceleration]]
 
<syntaxhighlight lang="cpp">
acceleration = 5;
acceleration = 7;
acceleration = 25;
</syntaxhighlight>
 
==== access ====
 
[[TokenNameValueTypes|Integer]]:
 
See also [[CfgVehicles_Config_Reference#access]]
 
<syntaxhighlight lang="cpp">
access = 0;
</syntaxhighlight>
 
==== aggregateReflectors ====
 
[[TokenNameValueTypes|Array]]:
 
<syntaxhighlight lang="cpp">
aggregateReflectors[] = {{"Light_1"}};
</syntaxhighlight>
 
==== airFriction... ====
 
[[TokenNameValueTypes|Array]]:
 
See also [[CfgVehicles_Config_Reference#airFriction]]
 
<syntaxhighlight lang="cpp">
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};
</syntaxhighlight>
 
==== animated ====
 
[[TokenNameValueTypes|Boolean]]:
 
// insects have no animation, only birds
 
See also [[CfgVehicles_Config_Reference#animated]]
 
<syntaxhighlight lang="cpp">
animated = 0;
animated = 1;
</syntaxhighlight>
 
==== armor ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#armor (integer)]]
 
<syntaxhighlight lang="cpp">
armor = 50;
armor = 500;
</syntaxhighlight>
 
==== armorLights ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#armor...]]
 
<syntaxhighlight lang="cpp">
armorLights = 1;
</syntaxhighlight>
 
==== armorStructural ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#armor...]]
 
<syntaxhighlight lang="cpp">
armorStructural = 1;
</syntaxhighlight>
 
==== autoCenter ====
 
[[TokenNameValueTypes|Boolean]]:
 
See also [[CfgVehicles_Config_Reference#autocenter]]
 
<syntaxhighlight lang="cpp">
autoCenter = 0;
</syntaxhighlight>
 
==== avgHeight ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#...Height]]
 
<syntaxhighlight lang="cpp">
avgHeight = 0.2;
avgHeight = 0.3;
avgHeight = 1.2;
avgHeight = 10;
avgHeight = 70;
</syntaxhighlight>
 
=== B ===
 
==== brightness ====
 
[[TokenNameValueTypes|Float]]:
 
1 == light is full at 50 m
 
See also [[CfgVehicles_Config_Reference#brightness]]
 
<syntaxhighlight lang="cpp">
brightness = 0.2;
</syntaxhighlight>
 
=== C ===
 
==== canBeShot ====
 
[[TokenNameValueTypes|Boolean]]:
 
See also [[CfgVehicles_Config_Reference#canBeShot]]
 
<syntaxhighlight lang="cpp">
canBeShot = 0;
canBeShot = 1;
</syntaxhighlight>
 
==== classes Embedded ====
 
see [[#Embedded ClassNames]]
 
==== cloth ====
 
[[TokenNameValueTypes|String]]:
 
<syntaxhighlight lang="cpp">
cloth = "Windsock";
</syntaxhighlight>
 
==== colorAmbient ====
 
[[TokenNameValueTypes|Array]]:
 
See also [[CfgVehicles_Config_Reference#ambient]]
 
<syntaxhighlight lang="cpp">
colorAmbient[] = {0.1,0.1,0.1};
</syntaxhighlight>
 
==== colorDiffuse ====
 
[[TokenNameValueTypes|Array]]:
 
<syntaxhighlight lang="cpp">
colorDiffuse[] = {0.9,0.8,0.6};
</syntaxhighlight>
 
==== cost ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#cost]]
 
<syntaxhighlight lang="cpp">
cost = 30000;
</syntaxhighlight>
 
==== crewPosition ====
 
[[TokenNameValueTypes|String]]:
 
<syntaxhighlight lang="cpp">
crewPosition = "CPCargo";
crewPosition = "CPCommander";
crewPosition = "CPDriver";
crewPosition = "CPGunner";
</syntaxhighlight>
 
==== crossHairs ====
 
[[TokenNameValueTypes|String]]:
 
<syntaxhighlight lang="cpp">
crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
</syntaxhighlight>
 
=== D ===
 
==== destrType ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#destrType]]
 
<syntaxhighlight lang="cpp">
destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";
</syntaxhighlight>
 
==== displayName ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#displayName]]
 
<syntaxhighlight lang="cpp">
displayName = "Text";
</syntaxhighlight>
 
=== E ===
 
==== editorSubcategory ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#editorSubcategory]]
 
<syntaxhighlight lang="cpp">
editorSubcategory = "EdSubcat_Seaports";
</syntaxhighlight>
 
==== Embedded ClassNames ====
 
 
 
===== AttributeValues class =====
 
<syntaxhighlight lang="cpp">
class AttributeValues
{
size2[] = {5,5};
size3[] = {5,5,5};
IsRectangle = 1;
};
</syntaxhighlight>
 
===== Destruction class =====
 
<syntaxhighlight lang="cpp">
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},...};
};
</syntaxhighlight>
 
===== EventHandlers class =====
 
See also [[CfgVehicles_Config_Reference#EventHandlers... Class]]
 
<syntaxhighlight lang="cpp">
class EventHandlers
{
init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
</syntaxhighlight>
 
===== HitPoints class =====
 
<syntaxhighlight lang="cpp">
class HitPoints
{
class HitBulb
{
armor = 1;
material = 60;
name = "lampa";
passThrough = 1;
explosionShielding = 1;
};
};
</syntaxhighlight>
 
===== Reflectors class =====
 
See also [[CfgVehicles_Config_Reference#Reflectors Class]]
 
<syntaxhighlight lang="cpp">
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;
};
};
};
</syntaxhighlight>
 
=== F ===
 
==== flySound ====
 
[[TokenNameValueTypes|Array]]:
 
See also [[CfgVehicles_Config_Reference#Sounds Various]]
 
<syntaxhighlight lang="cpp">
flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};
</syntaxhighlight>
 
==== fsm ====
 
[[TokenNameValueTypes|Array]]:
 
<syntaxhighlight lang="cpp">
fsm[] = {"Butterfly"};
fsm[] = {"Dragonfly"};
fsm[] = {"HoneyBee"};
</syntaxhighlight>
 
=== H ===
 
==== hiddenSelections ====
 
[[TokenNameValueTypes|Array]]:
 
See also [[CfgVehicles_Config_Reference#hiddenSelections]]
 
<syntaxhighlight lang="cpp">
hiddenSelections[] = {"Camo1","Camo2","Camo3"};
</syntaxhighlight>
 
=== I ===
 
==== icon ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#icon]]
 
<syntaxhighlight lang="cpp">
icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
icon = "iconObject_3x1";
</syntaxhighlight>
 
==== inventoryType ====
 
[[TokenNameValueTypes|String]]:
 
<syntaxhighlight lang="cpp">
inventoryType = "Backpack";
inventoryType = "EarPhones";
inventoryType = "Goggles";
inventoryType = "Handgun";
inventoryType = "Headgear";
inventoryType = "HMD";
inventoryType = "LeftHand";
inventoryType = "PistolHolstered";
inventoryType = "RightHand";
inventoryType = "Vest";
</syntaxhighlight>
 
=== M ===
 
==== maxHAL ====
 
[[TokenNameValueTypes|Float]]: camera max. height above land
 
<syntaxhighlight lang="cpp">
maxHAL = 30;
</syntaxhighlight>
 
==== maxHeight ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#...Height]]
 
<syntaxhighlight lang="cpp">
maxHeight = 1.5;
maxHeight = 1;
maxHeight = 2;
maxHeight = 50;
maxHeight = 80;
</syntaxhighlight>
 
==== maxSpeed ====
 
[[TokenNameValueTypes|Float]]: in m/s
 
See also [[CfgVehicles_Config_Reference#...Speed]]
 
<syntaxhighlight lang="cpp">
maxSpeed = 0.2;
maxSpeed = 1;
maxSpeed = 5;
maxSpeed = 20;
</syntaxhighlight>
 
==== minHeight ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#...Height]]
 
<syntaxhighlight lang="cpp">
minHeight = -0.1;// allow landing
minHeight = 5;
minHeight = 60;
</syntaxhighlight>
 
==== minSpeed ====
 
[[TokenNameValueTypes|Float]]: in m/s
 
See also [[CfgVehicles_Config_Reference#...Speed]]
 
<syntaxhighlight lang="cpp">
minSpeed = -0.1;
minSpeed = -0.5;
</syntaxhighlight>
 
==== model ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#model]]
 
<syntaxhighlight lang="cpp">
model = "\A3\Weapons_F\empty.p3d";
</syntaxhighlight>
 
==== models ====
 
[[TokenNameValueTypes|Array]]:
 
<syntaxhighlight lang="cpp">
models[] = {};
</syntaxhighlight>
 
==== moves ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#moves]]
 
<syntaxhighlight lang="cpp">
moves = "CfgMovesBird";
moves = "CfgMovesButterfly";
</syntaxhighlight>
 
=== R ===
 
==== radius ====
 
[[TokenNameValueTypes|Float]]: camera construction radius
 
<syntaxhighlight lang="cpp">
radius = 125;
</syntaxhighlight>
 
==== reversed ====
 
[[TokenNameValueTypes|Boolean]]:
 
See also [[CfgVehicles_Config_Reference#reversed]]
 
<syntaxhighlight lang="cpp">
reversed = 0;
reversed = 1;
</syntaxhighlight>
 
=== S ===
 
==== scope ====
 
[[TokenNameValueTypes|Integer]]:
 
See also [[CfgVehicles_Config_Reference#scope]]
 
<syntaxhighlight lang="cpp">
scope = 0;
scope = 1;
scope = 2;
</syntaxhighlight>
 
==== scopeCurator ====
 
[[TokenNameValueTypes|Integer]]:
 
<syntaxhighlight lang="cpp">
scopeCurator = 0;
scopeCurator = 2;
</syntaxhighlight>
 
==== selectionFabric ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#selection...]]
 
<syntaxhighlight lang="cpp">
selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";
</syntaxhighlight>
 
==== shadow ====
 
[[TokenNameValueTypes|Boolean]]:
 
<syntaxhighlight lang="cpp">
shadow = 1;
</syntaxhighlight>
 
==== simulation ====
 
[[TokenNameValueTypes|String]]:
 
See also [[CfgVehicles_Config_Reference#simulation]]
 
<syntaxhighlight lang="cpp">
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";
</syntaxhighlight>
 
==== singSound ====
 
[[TokenNameValueTypes|Array]]:
 
See also [[CfgVehicles_Config_Reference#Sounds Various]]
 
<syntaxhighlight lang="cpp">
singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};
</syntaxhighlight>
 
==== straightDistance ====
 
[[TokenNameValueTypes|Float]]:
 
See also [[CfgVehicles_Config_Reference#straightDistance]]
 
<syntaxhighlight lang="cpp">
straightDistance = 0.5;
straightDistance = 2;
straightDistance = 10;
straightDistance = 50;
</syntaxhighlight>
 
=== T ===
 
==== turning ====
 
[[TokenNameValueTypes|Float]]: angular acceleration - relative (the higher, the more maneuvrable)
 
See also [[CfgVehicles_Config_Reference#turning]]
 
<syntaxhighlight lang="cpp">
turning = 1;
turning = 2;
turning = 5;
</syntaxhighlight>
 
{{ConfigPage|end}}


[[category:Operation Flashpoint: Modelling]]
{{GameCategory|ofp|Modelling}}
[[category:Operation Flashpoint: Editing]]
{{GameCategory|ofp|Editing}}
[[Category:ArmA: Addon Configuration]]
{{GameCategory|arma1|Addon Configuration}}
[[Category:OFP Reference Lists]]
{{GameCategory|ofp|Reference Lists}}
[[Category:Arma 3: Vehicle Configuration]]
{{GameCategory|arma3|Vehicle Configuration}}

Latest revision as of 10:57, 6 December 2023

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;