Turret Config Reference

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Revision as of 09:48, 25 June 2024 by Lou Montana (talk | contribs) (Fix)
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Operation Flashpoint used an optional turret class for some, few, models.

The next Arma titles use 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 (HMMWV_Base eg) flesh out this turrets class for all their children, others do not. The principle being, that many child models will inherit a Turrets class whether they want it or not.

As a consequence, many models that do not have turrets require the following:

class Turrets{};

I.e, 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' (™) 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 e.g
	{
		class NewTurret; // derive from your base base base class
	};

	class MyGreatModel : SomeModel // AllVehicles e.g
	{
		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 have 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, a.k.a:

class CfgVehicles
{
	class Ship;
	class Boat : Ship
	{
		class Turrets
		{	// your model has to inherit from somewhere!
			class NewTurret;	// create an entirely new animal OR
			class MainTurret;	// twiddle what's already 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 (e.g memory points), 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";	// controller that provides input above
				selection = "OtocVez";	// name of the used skeleton bone
				axis = "OsaVeze";		// name of the model's axis
			};
		};
	};
};

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.

animationSourceCamElev = ""

String
Creates animation for camera movement which is independent from the main cannon (see artillery guns)

animationSourceStickX = ""

String
Creates animation transferring controller input in X axis. Useful for i.e. joystick in turrets

animationSourceStickY = ""

String
Creates animation transferring controller input in Y axis. Useful for i.e. joystick in turrets

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. used in conjunction with artillery turrets with detached camera elevation from gun elevation

canHideGunner = true

Boolean

castGunnerShadow = false

Boolean

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

Boolean

Do not create AI in this turret

E

elevationMode = 3

Integer.

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 - Arma 3 logo black.png1.00 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

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

Boolean

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 Arma 3 vanilla for Copilot turrets. Difference between gunnerNotSpawned and dontCreateAI is unknown.

// Parameter doesn't exist in engine

gunnerOpticsColor[] = { 0, 0, 0, 1 }

Array

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

Boolean

gunnerOutForceOptics = false

Boolean
Forces the gunner to use optics while turned out.

gunnerOutOpticsColor[] = { 0, 0, 0, 1 }

Array

gunnerOutOpticsEffect[] = {}

Array

gunnerOutOpticsModel = ""

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

gunnerOutOpticsModel = "\ca\Weapons\optika_empty";

gunnerOutOpticsShowCursor = false

Boolean

gunnerType = ""

String
Description: The soldier class that is the default crew for this turret. Overwrites the class defined in the CfgVehicles's 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 cannot 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 and 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 cannot 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 = ""

String

minElev = -4

Degrees
The minimal elevation of the gun.

minTurn = -360

Degrees
The minimal turn of the turret, unit is degrees.

minCamElev = -90

Degrees
The minimal elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles

maxCamElev = 90

Degrees
The maximum elevation of the camera, unit is degrees. Used together with elevationMode on artillery vehicles

missileBeg = "spice rakety"

String

missileEnd = "konec rakety"

String

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.

There can be only ONE primary gunner on a vehicle, else you might often get a CTD.
Using addMagazine will add to the primaryGunner weapons. See addMagazineTurret (Arma 3) for other turrets.

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 = ""

String

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

Integer
0 - No stabilisation
1 - Gun elevation stabilised
2 - Turret traverse stabilised
3 - Both stabilised
4 - Unknown

If you use strings "StabilizedInAxisX" and the like, they won't work unless you create #defines 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

Boolean

viewGunnerShadowDiff = 1.0

Float

viewGunnerShadowAmb = 1.0

Float


W

weapons[] = {}

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

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