CfgMagazines Config Reference: Difference between revisions

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(One (second) of a set (see top of this) of pages relatively radically restyled. HOWEVER - The styling can be removed easily, leaving A LOT of general fixes in place, rather than undoing if disliked.)
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{{Cfg ref|start}}


=Introduction=


CfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.
==Introduction==
'''''cfgAmmo''''', '''''cfgMagazines''''', '''''cfgWeapons''''' and '''''cfgVehicles''''' are root classes defined in the engine's <tt>config.bin</tt>


These classes can be subsequently added to by addons inherit in the game or provided by oem.  
These classes can be subsequently added to by addons inherent in the game or provided by ''oem''.


CfgAmmo defines the missile characterstics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles. The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.
''cfgAmmo'' defines the missile characteristics for ammunition held in a ''cfgMagazine'' which, in turn, is used by a ''cfgWeapon'', which, in turn, is selected for use in a (series of) ''cfgVehicles''.


The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons - and so on.


----
''Default'' values are shown in the legend. They come from the derived class <tt>CA_Magazine</tt> rather than the true <tt>default{}</tt> since almost everything derives from this class.
'Default' values are shown in the legend. They come from the derived class CA_Magazine rather than the true default{} since almost everything derives from this class. Nearly all values are identical to their ofp equivalent.


Note that engines will accept integer values (or math strings) where a float would normally be expected.
Nearly all values are identical to their {{Name|ofp|short}} equivalent.


TokenNames marked '''[[ArmaTokenNames|ArmA]]''' were introduced from Xbox Elite and beyond.
'''Note''' that engines will accept integer values (or math strings) where a float would normally be expected.


==Arma Enhancement==
''TokenNames'' marked ''[[ArmaTokenNames|{{Name|arma|short}}]]'' were introduced from {{Name|ofpe|short}} and beyond.


Arma introduced a new root class, cfgMagazines.


The magazines it declares are selected for use by specific cfgWeapons
===Arma Enhancement===
Arma introduced a new root class, ''cfgMagazines''.


Any given magazine can (obviously) only hold a specific cfgAmmo class.
The magazines it declares are selected for use by specific ''cfgWeapons''.


Any given magazine can (obviously) only hold a specific ''cfgAmmo'' class.


In contrast, OFP uses a rather tedious construct in it's cfgWeapons class to distinguish between weapon and magazine paramaters.
In contrast, {{Name|ofp|short}} uses a rather tedious construct in it's ''cfgWeapons'' class to distinguish between weapon and magazine parameters.


The major alterations here are:
The major alterations here are:
{| class="operators"
|-
! {{Name|ofp|short}}              !! {{Name|arma|short}}
|-
| <tt>ammo=</tt>                  || moved to ''cfgMagazines''
|-
| <tt>displayNameMagazine=</tt>    || moved to ''cfgMagazines'' and renamed ''DisplayName'' (of course)
|-
| <tt>magazines[] = {"this"};</tt> || <tt>magazines[] = {};</tt>
|-
| <tt>magazineType=</tt>          || moved to ''cfgMagazines'' and renamed ''Type''
|-
| <tt>maxLeadSpeed=</tt>          || moved to ''cfgMagazines''
|-
| <tt>scopeWeapon=</tt>            || renamed ''scope''
|-
| <tt>scopeMagazine=</tt>          || moved to ''cfgMagazines'' and renamed ''scope''
|-
| <tt>shortNameMagazine=</tt>      || moved to ''cfgMagazines'' and renamed ''descriptionShort''?
|}


          OFP          ARMA
ammo=                  moved to cfgMagazines
displayNameMagazine=  moved to cfgMagazines and renamed DisplayName (of course)
magazines[] = {"this"};magazines[] = {};
magazineType=          moved to cfgMagazines and renamed Type
maxLeadSpeed=          moved to cfgMagazines
scopeWeapon=          renamed scope
scopeMagazine=        moved to cfgMagazines and renamed scope
shortNameMagazine=    moved to cfgMagazines and renamed descriptionShort?


==Modifications==
===Modifications===
Unlike it's ''cfgAmmo'' and ''cfgWeapon'' cousins: all bets are off. There is, a default class (the substance of this document), but it, and all other classes in ''cfgMagazines'' are deletable/erasable/modifiable.


unlike it's cfgAmmo and cfgWeapon cousins: all bets are off. There is, a default class (the substance of this document), but it, and all other classes in cfgMagazines are deleteable/erasable/modifiable.
Caution should be exercised about 'expected' default values when inheriting. ANY added ''pbo'' can alter them substantially before your very eyes.


Caution should be excercised about 'expected' default values when inheriting. ANY added pbo can alter them substantially beofre your very eyes.
;Warning
:Unlike {{Name|ofp|short}}, you cannot have the '''same''' <tt>cfgMagazines.ClassName</tt>
:If you specify a rifle, and it's magazine with the same classname, the in-game gear selection dialog get's mightily confused. It's a noisy, awful display to begin with. Don't, make it worse.


===Warning===


Unlike OFP, you cannot have the '''same''' cfgMagazines.ClassName
==Alphabetical Order==
{{Cfg ref|abc}}
===A===
====ammo=""====
[[TokenNameValueTypes|String]]


If you specify a rifle, and it's magazine with the same classname, the in-game gear selection dialog get's mightily confused. It's a noisy, awful display to begin with. Don't, make it worse.
'''Description:''' Name of the ''cfgAmmo'' class which this magazine holds.


<syntaxhighlight lang="c">
ammo = B_30mm_HE; //eg
</syntaxhighlight>


=Alphabetic Order=


==ammo=""==
===C===
[[TokenNameValueTypes|String]]Name of the cfgAmmo class which this magazine holds
====class InventoryPlacements{}====
'''Description:''' {{Example needed}}


ammo=B_30mm_HE; //eg
==class InventoryPlacements{}==
==class Library==
  class Library
  {
  libTextDesc = "";
  };
==count=30==
[[TokenNameValueTypes|Integer]]: the amount of ammo this magazine holds
==descriptionShort=""==
[[TokenNameValueTypes|String]]: The descriptive Name of the ammunition
descriptionShort=$STR_SN_MAVERICK;
descriptionShort="Beretta Ammo";


==displayName=""==
====class Library====
[[TokenNameValueTypes|String]]: The descriptive Name of the magzine.
'''Description:''' {{Example needed}}
In ofp, this was called DisplayNameMagazine.
==initSpeed=900==
[[TokenNameValueTypes|Integer]]: Starting speed of missile
==maxLeadSpeed = 23;
[[TokenNameValueTypes|Integer]]:
==model="\ca\weapons\mag_univ[.p3d]"==
[[TokenNameValueTypes|String]]: The mag model
identical to ofp
==modelSpecial="[.p3d]"==
[[TokenNameValueTypes|String]]:
==nameSound="magazine"==
[[TokenNameValueTypes|String]]:
==picture="[\][[.pac]"==
[[TokenNameValueTypes|String]]: picture shown in gear for this mag. See cfgAmmo for warnings about picture paths
==reloadAction="ManActReloadMagazine"==
[[TokenNameValueTypes|String]]:
==scope=protected==
[[TokenNameValueTypes|Integer]]:
values
private
protected
public
Ofp name was ScopeMagazine
selectionFireAnim="zasleh"==
[[TokenNameValueTypes|String]]:
==simulation="ProxyMagazines"==
[[TokenNameValueTypes|String]]:
==type=256==
[[TokenNameValueTypes|Integer]]:
OFP name was MagazineType
See cfgWeapons for the CHANGES between ofp and arma for this value
==useAction=0==
[[TokenNameValueTypes|Integer]]:
==useActionTitle=""==
[[TokenNameValueTypes|String]]:
==value=1==
[[TokenNameValueTypes|Integer]]:
Formerly known as ValueMagzine in ofp
==weight=0==
[[TokenNameValueTypes|Integer]]:  


=additonal values=
<syntaxhighlight lang="c">
class Library
{
    libTextDesc = "";
};
</syntaxhighlight>


because just about anything can be added to these classes it is not overly useful to attempt to define most of them of them. Fro whatver reason, and unlike other root classes, the engine doesn't need these tokens declared in default{}


==tracersEvery=4==
====count=30====
==lastRoundsTracer=4==
[[TokenNameValueTypes|Integer]]
 
'''Description:''' The amount of ammo this magazine holds.
 
 
===D===
====descriptionShort=""====
[[TokenNameValueTypes|String]]
 
'''Description:''' The descriptive Name of the ammunition.
 
<syntaxhighlight lang="c">
descriptionShort = $STR_SN_MAVERICK;
descriptionShort = "Beretta Ammo";
</syntaxhighlight>
 
 
====displayName=""====
[[TokenNameValueTypes|String]]
 
'''Description:''' The descriptive Name of the magazine. In {{Name|ofp|short}}, this was called ''DisplayNameMagazine''.
 
 
===I===
====initSpeed=900====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' Starting speed of missile.
 
 
===M===
====maxLeadSpeed = 23;====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' {{Example needed}}
 
 
====model="\ca\weapons\mag_univ[.p3d]"====
[[TokenNameValueTypes|String]]
 
'''Description:''' The mag model. Identical to {{Name|ofp|short}}.
 
 
====modelSpecial="[.p3d]"====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
===N===
====nameSound="magazine"====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
===P===
====picture="[\][[.pac]"====
[[TokenNameValueTypes|String]]
 
'''Description:''' Picture shown in gear for this mag. See ''cfgAmmo'' for warnings about picture paths.
 
 
===R===
====reloadAction="ManActReloadMagazine"====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
===S===
====scope=protected====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' {{Name|ofp|short}} name was ''ScopeMagazine''.
;values
:private
:protected
:public
 
 
====selectionFireAnim="zasleh"====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
====simulation="ProxyMagazines"====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
===T===
====type=256====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' {{Name|ofp|short}} name was ''MagazineType''. See ''cfgWeapons'' for the CHANGES between {{Name|ofp|short}} and {{Name|arma|short}} for this value.
 
 
===U===
====useAction=0====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' {{Example needed}}
 
 
====useActionTitle=""====
[[TokenNameValueTypes|String]]
 
'''Description:''' {{Example needed}}
 
 
===V===
====value=1====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' Formerly known as ''ValueMagazine'' in {{Name|ofp|short}}.
 
 
===W===
====weight=0====
[[TokenNameValueTypes|Integer]]
 
'''Description:''' {{Example needed}}
 
 
==Additional Values==
Because just about anything can be added to these classes it is not overly useful to attempt to define most of them. For whatever reason, and unlike other root classes, the engine doesn't need these tokens declared in <tt>default{}</tt>.
 
 
====lastRoundsTracer=4====
'''Description:''' {{Example needed}}
 
 
====tracersEvery=4====
'''Description:''' {{Example needed}}
 
 
{{Cfg ref|end}}


[[category:Operation Flashpoint: Editing]]
[[category:Operation Flashpoint: Editing]]
[[Category:ArmA: Addon Configuration]]
[[Category:ArmA: Addon Configuration]]

Revision as of 23:50, 6 May 2014

Template:Cfg ref


Introduction

cfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin

These classes can be subsequently added to by addons inherent in the game or provided by oem.

cfgAmmo defines the missile characteristics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles.

The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons - and so on.

Default values are shown in the legend. They come from the derived class CA_Magazine rather than the true default{} since almost everything derives from this class.

Nearly all values are identical to their OFP equivalent.

Note that engines will accept integer values (or math strings) where a float would normally be expected.

TokenNames marked Arma were introduced from OFP:E and beyond.


Arma Enhancement

Arma introduced a new root class, cfgMagazines.

The magazines it declares are selected for use by specific cfgWeapons.

Any given magazine can (obviously) only hold a specific cfgAmmo class.

In contrast, OFP uses a rather tedious construct in it's cfgWeapons class to distinguish between weapon and magazine parameters.

The major alterations here are:

OFP Arma
ammo= moved to cfgMagazines
displayNameMagazine= moved to cfgMagazines and renamed DisplayName (of course)
magazines[] = {"this"}; magazines[] = {};
magazineType= moved to cfgMagazines and renamed Type
maxLeadSpeed= moved to cfgMagazines
scopeWeapon= renamed scope
scopeMagazine= moved to cfgMagazines and renamed scope
shortNameMagazine= moved to cfgMagazines and renamed descriptionShort?


Modifications

Unlike it's cfgAmmo and cfgWeapon cousins: all bets are off. There is, a default class (the substance of this document), but it, and all other classes in cfgMagazines are deletable/erasable/modifiable.

Caution should be exercised about 'expected' default values when inheriting. ANY added pbo can alter them substantially before your very eyes.

Warning
Unlike OFP, you cannot have the same cfgMagazines.ClassName
If you specify a rifle, and it's magazine with the same classname, the in-game gear selection dialog get's mightily confused. It's a noisy, awful display to begin with. Don't, make it worse.


Alphabetical Order

Template:Cfg ref

A

ammo=""

String

Description: Name of the cfgAmmo class which this magazine holds.

ammo = B_30mm_HE; //eg


C

class InventoryPlacements{}

Description: Template:Example needed


class Library

Description: Template:Example needed

class Library
{
    libTextDesc = "";
};


count=30

Integer

Description: The amount of ammo this magazine holds.


D

descriptionShort=""

String

Description: The descriptive Name of the ammunition.

descriptionShort = $STR_SN_MAVERICK;
descriptionShort = "Beretta Ammo";


displayName=""

String

Description: The descriptive Name of the magazine. In OFP, this was called DisplayNameMagazine.


I

initSpeed=900

Integer

Description: Starting speed of missile.


M

maxLeadSpeed = 23;

Integer

Description: Template:Example needed


model="\ca\weapons\mag_univ[.p3d]"

String

Description: The mag model. Identical to OFP.


modelSpecial="[.p3d]"

String

Description: Template:Example needed


N

nameSound="magazine"

String

Description: Template:Example needed


P

picture="[\][[.pac]"

String

Description: Picture shown in gear for this mag. See cfgAmmo for warnings about picture paths.


R

reloadAction="ManActReloadMagazine"

String

Description: Template:Example needed


S

scope=protected

Integer

Description: OFP name was ScopeMagazine.

values
private
protected
public


selectionFireAnim="zasleh"

String

Description: Template:Example needed


simulation="ProxyMagazines"

String

Description: Template:Example needed


T

type=256

Integer

Description: OFP name was MagazineType. See cfgWeapons for the CHANGES between OFP and Arma for this value.


U

useAction=0

Integer

Description: Template:Example needed


useActionTitle=""

String

Description: Template:Example needed


V

value=1

Integer

Description: Formerly known as ValueMagazine in OFP.


W

weight=0

Integer

Description: Template:Example needed


Additional Values

Because just about anything can be added to these classes it is not overly useful to attempt to define most of them. For whatever reason, and unlike other root classes, the engine doesn't need these tokens declared in default{}.


lastRoundsTracer=4

Description: Template:Example needed


tracersEvery=4

Description: Template:Example needed


Template:Cfg ref