Targeting Config Reference – Arma 3

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Template:Cfg ref Template:Cfg ref

CfgAmmo

A

airLock

Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.

Integers

airLock = 0; // Cannot target air units
airLock = 1; // Can target air and ground units
airLock = 2; // Can target air units ONLY

artilleryLock

Can lock onto ArtilleryTarget object (created by the Artillery Computer).

Boolean

artilleryLock = 0; 
artilleryLock = 1;

autoSeekTarget

Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.

Boolean

autoSeekTarget = 0;
autoSeekTarget = 1;

C

cmImmunity

Defines the guidance sensitivity to countermeasures (flares, chaff, smoke). 1 makes it completely ignore CM while 0 makes the projectile lose its target immediately after first CM is fired.

Boolean

cmImmunity = 0; // Projectile loses its target immediately after CM launch
cmImmunity = 1; // Projectile is immune to countermeasures

I

irLock

Can lock air/ground vehicles (irTarget=1/true).

Boolean

irLock = 0;
irLock = 1;

L

laserLock

Can lock on LaserTarget objects (laserTarget = 1/true).

Boolean

laserLock = 0;
laserLock = 1;

lockSeekRadius

Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.

Float

lockSeekRadius = 100; // Current value for all

lockType

Defines ammo dependance on weapon lock. Only works for missiles.

Integers

lockType = 0; // Fire and Forget, currently all guided weapons
lockType = 1; // Maintain lock
lockType = 2; // Manualy guided

M

maneuvrability

Defines how much the missile is able to turn / how well it can be controlled during the flight.

Float

maneuvrability = 1;  // Default value
maneuvrability = 20; // MissileBase
maneuvrability = 16; // BombCore
maneuvrability = 4;  // NLAW missile
maneuvrability = 14; // SCALPEL missile

manualControl

Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.

Boolean

manualControl = 0; // Default value
manualControl = 1; // Titan AT missile

maxControlRange

Defines the distance in meters from the firing platform at which manual control over the missile is lost and it flies in a straight path.

Float

maxControlRange = 4000; // MissileBase
maxControlRange = 5000; // Titan AT missile

missileLockCone

Specifies the maximum angle relative to the ammo current direction at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).

Float

missileLockCone = 5;   // DAGR
missileLockCone = 180; // GBU-12
missileLockCone = 50;  // Default (MissileCore)

nvLock

Can lock onto NVTarget objects (IR-Grenades thrown by infantry).

Boolean

nvLock = 0; // Default
nvLock = 1; // GBU-12

S

sideAirFriction

Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.

Float

sideAirFriction = 0.001; // Default (MissileBase)
sideAirFriction = 0.1;   // Titan AA

T

trackLead

​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.

Float

trackLead = 1; // Missile intercepts
trackLead = 0; // Missile follows

trackOversteer

Simulates manoeuvering errors of the missile.

Float

trackOversteer = 1; // Missiles flies straight to its target
trackOversteer = 0; // Missile never hits its target


CfgWeapons

B

ballisticsComputer

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. Since Arma 3 1.60 it's no longer dependable canLock > 0, only xxScanner values are taken into account. You can mark anything what your sensors are able to detect and use the gained information for fire control.

Integrer

ballisticsComputer = 0; // Disabled
ballisticsComputer = 1; // Manual zeroing and automatic adjustment for locked targets
ballisticsComputer = 2; // Manual zeroing ONLY
ballisticsComputer = 4; // Target lead indication (requires a *scanner to mark the target)); since Arma 3 1.60
ballisticsComputer = 8; // Predicted impact point indication; since Arma 3 1.60

C

canLock

Determines if the weapon can lock onto targets allowed by the ammunition it uses.

Integrer

canLock = 0; // Disabled
canLock = 1; // Locks only on lower difficulties (Recruit, Cadet), disabled since Arma 3 1.58
canLock = 2; // Always locks

L

lockAcquire

Determines if rocket launcher locks automatically a target or player has to use RMB.

Boolean

lockAcquire = 0; // automatic acquisition of the closest target in missileLockCone
lockAcquire = 1; // player has to select a target himself

lockingTargetSound

Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1}; // Used in missiles_DAGR

lockedTargetSound

Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire. Note the sound is only played if the weapon is a missile.

Sound array : {"path/to/file.wss",<volume priority>,<sound pitch>}

lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.562341,4};

W

weaponLockDelay

Once the locking conditions are met (target is marked, can be locked by this projectile and is in missileLockCone), how much time in seconds would it take for the lock to be achieved.

Boolean

weaponLockDelay = 0; // Immediate lock if the locking conditions are met
weaponLockDelay = 3; // Most of the guided weapons

weaponLockSystem

Defines the type of sensor signature this weapon will emit while locking. The target can then detect it and alert the driver/pilot if its vehicle is equipped with appropriate lockDetectionSystem. Can be basically any bitmask value, but BI uses the following convention:

Integers

weaponLockSystem = 0; // Undetectable lock
weaponLockSystem = 1; // Visual/Contrast lock
weaponLockSystem = 2; // Infra-red lock
weaponLockSystem = 4; // Laser lock
weaponLockSystem = 8; // Radar lock
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)

CfgVehicles

A

allowTabLock

If true, allows the usage of automatic cycling of targets using Tab (Next Target key assignment). Can be used for driver, or each individual turret.

Boolean

allowTabLock = 0; // Tab-lock disabled
allowTabLock = 1; // Most of the vehicles

alwaysTarget

Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).

Boolean

alwaysTarget = 0;
alwaysTarget = 1; // VR Targets

artilleryScanner

Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.

Boolean

artilleryScanner = 0;
artilleryScanner = 1; // Artillery vehicles/mortars

artilleryTarget

Only used by ArtilleryTarget class objects, created by the Artillery Computer. These can be locked by projectiles with artilleryLock = 1;

Boolean

artilleryTarget = 0;
artilleryTarget = 1;

C

xxxCanSee

Defines specific tools/sensors for the AI/players when on a specific seat.

  • 1 = CanSeeRadar
  • 2 = CanSeeEye
  • 4 = CanSeeOptics
  • 8 = CanSeeEar
  • 16 = CanSeeCompass
  • 1+16 = CanSeeRadarC
  • 31 = CanSeeAll
  • 32 = CanSeePeripheral

Float

driverCanSee = 2+8+16; // The driver of this vehicle can see and hear enemies and use its compass
gunnerCanSee = 1+4+16; // The gunner of this vehicle can detect enemies with optics or radar, and sees a compass
commanderCanSee = 31; // The commander of this vehicle can see and use all its tools

I

incomingMissileDetectionSystem

Determines what type of incoming missile can be detected (and shown on the radar?). It checks a match with the weaponLockSystem flags of the Missile (in cfgAmmo) One could also use other flags (e.g. 1, 2, 4, 8) to be more specific about what kind of Missile Detection System is available (paired with appropriate cfgAmmo flags for missiles). Can be basically any bitmask value, but BI uses the following convention:

Integrers

incomingMissileDetectionSystem = 0;  // No missile start detection
incomingMissileDetectionSystem = 16; // All missiles

irScanXXX

Those settings can be used instead of irScanRange to make IR+Radar scan range depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be accomplished by setting both irScanRangeMin and irScanRangeMax to the same value.

If there is no irScanRange,IR+Radar scan range is calculated as:

scanRange = visibility_range * irScanToEyeFactor;
if (scanRange<irScanRangeMin) scanRange = irScanRangeMin;
if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;

Where visiblity_range is basically a drawing distance, but may be shortened by rain or fog. Float

irScanToEyeFactor = 1;
irScanRangeMin = 200;
irScanRangeMax = 1000;

irScanGround

Can be used to limit target detection to air targets only (when 0/false). Used by AA platforms.

Boolean

irScanGround = 0; // B_APC_Tracked_01_AA_F, O_APC_Tracked_02_AA_F
irScanGround = 1; // Every other vehicle

irTarget

Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat.

Boolean

irTarget = 0; // Buildings, men, static defenses, etc...
irTarget = 1; // Ground/Air vehicles

L

laserScanner

Defines if the vehicle is able to detect and lock laser targets (for example, CAS jets, gunships).

Boolean

laserScanner = 0;
laserScanner = 1;

laserTarget

Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.

Boolean

laserTarget = 0;
laserTarget = 1;

lockDetectionSystem

Defines the type of sensor signature this vehicle can detect when its locked. Weapons can be configured to emit these signatures with weaponLockSystem in cfgWeapons. The weaponLockSystem of the ammunition has no impact on the lockDetectionSystem, it only plays a role in incomingMissileDetectionSystem. Can be basically any bitmask value, but BI uses the following convention:

Integrers

lockDetectionSystem = 0; // Undetectable lock
lockDetectionSystem = 1; // Visual/Contrast lock
lockDetectionSystem = 2; // Infra-red lock
lockDetectionSystem = 4; // Laser lock
lockDetectionSystem = 8; // Radar lock
lockDetectionSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)

N

nvScanner

Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).

Boolean

nvScanner = 0;
nvScanner = 1;

nvTarget

Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.

Boolean

nvTarget = 0;
nvTarget = 1;

R

radarType

Defines the type of radar HUD the vehicle will use.

Integrers

radarType = 0; // No radar
radarType = 1; // Tactical display
radarType = 2; // Vehicle radar
radarType = 4; // Air radar
radarType = 8; // Compass

S

showAllTargets

Vehicle/turret setting. Displays all known lockable targets in the HUD.

Integrers

showAllTargets = 0; //showAllNo (current system)
showAllTargets = 1; //showAllCadet (show extended if HUD is enabled); disabled since Arma 3 1.58
showAllTargets = 2; //showAllYes (always show)
showAllTargets = 4; //showAllLaser (only shows laser targets); since Arma 3 1.60

showCrewAim

Vehicle/turret setting. Displays gunner/commander turret aimpoints on the HUD.

Integrers

showCrewAim = 0; // disabled
showCrewAim = 1; // show primary gunner
showCrewAim = 2; // show commander
showCrewAim = 4; // show all
showCrewAim = 1+2+4; // values can be combined

Template:Cfg ref

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