CfgWeapons Config Reference: Difference between revisions

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m ((ex. burst modes for ull auto weapons) to (ex. burst modes for full auto weapons))
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==showToPlayer==
==showToPlayer==
[[TokenNameValueTypes|Boolean]]<br>
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Some modes defined for Ai usage (ex. burst modes for ull auto weapons) can be hidden from player with this parameter
'''Description:''' Some modes defined for Ai usage (ex. burst modes for full auto weapons) can be hidden from player with this parameter


  showToPlayer = 1;
  showToPlayer = 1;

Revision as of 15:46, 23 December 2009

Template:Stub

Introduction

A

access

Integer
Description:

  1. define ReadAndWrite 0 //! any modifications enabled
  2. define ReadAndCreate 1 //! only adding new class members is allowed
  3. define ReadOnly 2 //! no modifications enabled
  4. define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
access = 3;

aiDispersionCoefX

Float
Description: Dispersion multiplier for Ai units (axis X - left to right)

aiDispersionCoefX = 7.1;

aiDispersionCoefY

Float
Description: Dispersion multiplier for Ai units (axis Y - top-down)

aiDispersionCoefY = 2.1;

aiRateOfFire

Float
Description: delay between shots at given distance (aiRateOfFireDistance)

aiRateOfFire = 0.3;

aiRateOfFireDistance

Integer
Description: at shorter distance delay (aiRateOfFire) goes lineary to zero

aiRateOfFireDistance = 600;

ammo

String
Description: CfgAmmo class that this weapon fires. In ArmA, it is standard to define this in CfgMagazines instead.

ammo = "TimeBomb";

autoAimEnabled

Boolean
Description: false for all standart weapons

autoAimEnabled = 0;

autoFire

Boolean
Description: If true weapon will continue firing once you press fire button once until you release it.

autoFire = 1;

autoReload

Boolean
Description: if true weapon will be reloaded automaticly once magazine is empty

autoReload = 1;

B

backgroundReload

Boolean
Description: Weapon automatically reloads magazines without player intervention or animation.

backgroundReload = 1;

ballisticsComputer

Boolean
Description: Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.

ballisticsComputer = 1;

burst

Integer
Description: Number of shots actually fired each time the weapon is fired.

burst = 5;

C

cameraDir

String
Description:

cameraDir = "GL look";

canDrop

Boolean
Description:

canDrop = 1;

canLock

Integer
Description: Defines if weapon can be locked on the target (white box appears) Valid values: 0, 1, 2

  1. define LockNo 0
  2. define LockCadet 1
  3. define LockYes 2


canLock = 2;

cartridgePos

String
Description:

cartridgePos = "nabojnicestart";

cartridgeVel

String
Description:

cartridgeVel = "nabojniceend";

count

Integer
Description: Number of shots weapon starts with. In ArmA, it is standard to define this in CfgMagazines instead.

count = 8;

cursor

String
Description:

cursor = "\ca\Weapons\Data\w_weapon_S";

cursorAim

String
Description:

cursorAim = "\ca\Weapons\Data\cursor_target_locked_ca.paa";

cursorSize

Float
Description:

cursorSize = 4;

D

dexterity

Float
Description: Ingame weapon handling value, lower value = takes more time to traverse a weapon

dexterity = 3.1;

dispersion

Float
Description: Ingame weapon dispersion. Bigger value - more dispersion

dispersion = 0.015;

displayName

String
Description: Either reference to a stringtable, or the name, i.e "Vikhr".

displayName = "$STR_DN_VIKHR";

distanceZoomMax

Integer
Description:

distanceZoomMax = 100;

distanceZoomMin

Integer
Description:

distanceZoomMin = 500;

drySound[]

Array
Description: Sound when empty weapon fired

drySound[] = {"\ca\Weapons\Data\Sound\XMS_dry_v2",0.000316228,1};

E

enableAttack

Boolean
Description:

enableAttack = 1;

F

ffCount

Integer
Description:

ffCount = 6;

ffFrequency

Float
Description:

ffFrequency = 11;

ffMagnitude

Float
Description:

ffMagnitude = 0.5;

fireLightDuration

Float
Description:

fireLightDuration = 0.05;

flash

String
Description:

flash = "gunfire";

flashSize

Float
Description:

flashSize = 1.2;

forceOptics

Boolean
Description: Valid values: 0, 1, 2

forceOptics = 2;

G

H

I

initSpeed

Integer
Description: Initial speed of shot.

initSpeed = 900;

J

K

L

laser

Boolean
Description:

laser = 0;

libTextDesc

String
Description:

libTextDesc = "$STR_LIB_SVD";

M

magazineReloadTime

Float
Description: Time delay when reloading the weapon (changing magazines).

magazineReloadTime = 0.1;

magazines[]

Array
Description: Array of magazines compatible with this weapon. In ArmA, these are defined in CfgMagazines.

magazines[] = {"100Rnd_127x99_M2"};

maxLeadSpeed

Integer
Description: Maximimum speed of the target that can be shot with this weapon by AI. For OFP only, in ArmA this command has only effect in CfgMagazines.

maxLeadSpeed = 600;

maxRange

Float
Description: Together with *Range and *RangeProbab values defines probability to use this weapon for Ai units at given distance.

maxRange = 70;

maxRangeProbab

Float
Description:

maxRangeProbab = 0.1;

memoryPointCamera

String
Description:

memoryPointCamera = "GL eye";

midRange

Integer
Description:

midRange = 500;

midRangeProbab

Float
Description:

midRangeProbab = 0.2;

minRange

Integer
Description:

minRange = 50;

minRangeProbab

Float
Description:

minRangeProbab = 0.1;

model

String
Description:

model = "\ca\a10\AGM65";

modelMagazine

String
Description:

modelMagazine = "";

modelOptics

String
Description: Optic model used in game. "-" defines 3d view from the model (point "eye")

modelOptics = "\ca\Weapons\G36_optics";
modelOptics = "-";

modes[]

Array
Description:

modes[] = {"manual","close","short","medium","far"};

multiplier

Integer
Description: Ammunition used per shot.

multiplier = 5;

muzzleEnd

String
Description:

muzzleEnd = "konec hlavne";

muzzlePos

String
Description:

muzzlePos = "usti hlavne";

muzzles[]

Array
Description:

muzzles[] = {"TimeBombMuzzle","PipeBombMuzzle","MineMuzzle","MineEMuzzle"};

N

nameSound

String
Description: Sound played when vehicle cammander swith to this weapon

nameSound = "smokeshell";

O

optics

Boolean
Description:

optics = 1;

opticsDisablePeripherialVision

Boolean
Description:

opticsDisablePeripherialVision = 1;

opticsFlare

Boolean
Description:

opticsFlare = 1;

opticsZoomInit

Float
Description:

opticsZoomInit = 0.35;

opticsZoomMax

Float
Description:

opticsZoomMax = 0.0625;

opticsZoomMin

Float
Description:

opticsZoomMin = 0.0625;

P

picture

String
Description:

picture = "smokeshell";

primary

Integer
Description:

primary = 10;

Q

R

recoil

String
Description: Selects Weapon recoil defined in cfgRecoils config section

recoil = "AK74Recoil";

recoilProne

String
Description: When prone recoil can be set to slower values

recoilProne = "AK74Recoil";

reloadAction

String
Description:

reloadAction = "ManActReloadMagazine";

reloadMagazineSound[]

Array
Description: Sound played while changing magazines.

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1};

reloadSound[]

Array
Description: Sound played after each shot.

reloadSound[] = {"\ca\Weapons\Data\Sound\gun125reload",1,1};

reloadTime

Float
Description: Time delay between each individual shot.

reloadTime = 0.007;

S

scope

Integer
Description:

scope = 2;

selectionFireAnim

String
Description:

selectionFireAnim = "zasleh";

shotFromTurret

Boolean
Description: meaning unknown. But "zasleh" animation is not working if set to 1

shotFromTurret = 1;

showAimCursorInternal

Boolean
Description:

showAimCursorInternal = 1;

showEmpty

Boolean
Description: If false weapon gets hidden from the player once there's no ammo left for it

showEmpty = 1;

showSwitchAction

Boolean
Description:

showSwitchAction = 1;

showToPlayer

Boolean
Description: Some modes defined for Ai usage (ex. burst modes for full auto weapons) can be hidden from player with this parameter

showToPlayer = 1;

sound[]

Array
Description: Last parameter defines how fast the sound should be played. 1 means normal speed.

sound[] = {"\ca\Weapons\Data\Sound\AGS30_shot1",10,1};

soundBurst

Boolean
Description: When set to false single shot sound can be used with burst mode - it will be played several times

soundBurst = 1;

soundContinuous

Boolean
Description: If true sound for the next shot won't start before previous oe ends. Thus you can prevent sound overlapping.

soundContinuous = 1;

soundFly[]

Array
Description:

soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1",25.1189,0.8};

soundServo[]

Array
Description:

soundServo[] = {"",0.0001,1};

T

type

Integer
Description: Defines gear slots that occupied by this weapon

#define WeaponNoSlot		0	// dummy weapons
#define WeaponSlotPrimary	1	// primary weapons
#define WeaponSlotHandGun	2	// HandGun
#define WeaponSlotSecondary	16	// secondary weapons
#define WeaponSlotHandGunItem	32	// HandGun magazines
#define WeaponSlotItem		256	// items
#define WeaponSlotBinocular	4096	// binocular
#define WeaponHardMounted	65536
type = 65536;
type = 6*256;

In ArmA, for CfgWeapons and CfgMagazines, it should be:

#define WeaponNoSlot		0	// dummy weapon
#define WeaponSlotPrimary	1	// primary weapon
#define WeaponSlotHandGun	2	// handGun/sidearm
#define WeaponSlotSecondary	4	// secondary weapon	// 4 in ArmA, not 16.
#define WeaponSlotHandGunItem	16	// sidearm/GL magazines	// 16 in ArmA, not 32.
#define WeaponSlotItem		256	// main magazines, items, explosives
#define WeaponSlotBinocular	4096	// binocular, NVG, LD, equipment
#define WeaponHardMounted	65536

Arma 2 also includes:

#define WeaponSlotSmallItems	131072	// map, compass, small items (derived from ItemCore)

U

UiPicture

String
Description:

UiPicture = "\CA\weapons\data\Ico\i_aa_CA.paa";

useAction

Boolean
Description:

useAction = 1;

useActionTitle

String
Description:

useActionTitle = "$STR_ACTION_PUTBOMB";

useAsBinocular

Boolean
Description:

useAsBinocular = 0;

V

value

Integer
Description:

value = 0;

W

X

Y

Z