TeRp/Sandbox – User

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== Note ==
If you are searching my tutorial on animations, take a look [[ArmA:_How_to_animate_a_model|here]].
[[Category:Sandbox]]
[[Category:Sandbox]]
{{Stub}}
=Introduction=
=A=
==audibleFire==
[[TokenNameValueTypes|Float]]
audibleFire=5.0000;
==airLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on air targets.<br>
'''Values:''' 0 = can not lock on air vehicles, 1 = can lock on air vehicles.
airLock=1;
=C=
==cartridge==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares the path to the cartridge model, which may be ejected on each shot.
cartridge="FxCartridge";
==canLock==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is able to lock (necessary for airLock, irLock & laserLock)<br>
'''Values:''' 0 = false, 1 = cadet mode only, 2 = always.
canLock=0;
==cost==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
cost=1;
==CraterEffects==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which crater effect to spawn on hit on ground.<br>
'''Values:''' BombCrater, ExploAmmoCrater, GrenadeCrater, ImpactEffectsBig, MissileCrater, ShellCrater
CraterEffects="ExploAmmoCrater";
=D=
==deflecting==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares if ammo is deflecting.
deflecting=10;
=E=
==explosionEffects==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares which explosion effect to spawn on hit.<br>
'''Values:''' BombExplosion, ExploAmmoExplosion, ExplosionEffects, GrenadeExplosion
explosionEffects="ExploAmmoExplosion";
==explosionTime==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares after how many seconds ammo will explode (e.g. used on timed hand grenades).
explosionTime=5;
==explosive==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo is explosive.
explosive=0;
=H=
==hit==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Damage on hit.
hit=8;
=I=
==indirectHit==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Damage in indirectHitRange.
indirectHit=8;
==indirectHitRange==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Radius in metres where indirectHit damage is caused.
indirectHit=8;
==irLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on IR-targets.<br>
'''Values:''' 0 = can not lock on IR-targets, 1 = can lock on IR-targets.
irLock=0;
=L=
==laserLock==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can lock on laser designator.<br>
'''Values:''' 0 = can not lock on laser designator, 1 = can lock on laser designator.
laserLock=0;
==lightColor[]==
[[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares color of light (e.g. on flares).
lightColor[]={1,1,1,0};
=M=
==maneuvrability==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' Declares maneuvrability of ammo (?).
manueuvrability=30;
==manualControl==
[[TokenNameValueTypes|Boolean]]<br>
'''Description:''' Declares if ammo can be controlled by the player during flight (?).
manualControl=0;
==maxControlRange==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares in which disctance to player ammo can be controlled during flight (?).
maxControlRange=5000;
==maxSpeed==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' Declares the maximum speed (m/s).
maxSpeed=241;
==model==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares path to model.
model="/ca/weapons/bullet"
=P=
==proxyShape==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares the model of this weapon used in proxies on vehicles.
proxyShape="\ca\air\sidewinder_proxy";
=S=
==simulation==
[[TokenNameValueTypes|String]]<br>
'''Description:''' Declares simulation type. <br>
'''Possible values:''' refer to [[Models & Classnames: Simulation Types]] for a list of all supported simulation types.
simulation="shotShell";
==simulationStep==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
simulationStep=0.050000;
==sound...==
===...Hit===
===...Fly===
==supersonicCrackNear==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares sound and volume of the supersonic crack (near the player). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackNear[]={"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1};
==supersonicCrackFar==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Array]]<br>
'''Description:''' Declares sound and volume of the supersonic crack (far). Supersonic crack will only occur if ammo is flying with supersonic speed.
supersonicCrackFar[]={"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1};
=T=
==thrust==
[[TokenNameValueTypes|Float]]<br>
'''Description:'''
thrust=2000;
==thrustTime==
[[TokenNameValueTypes|Float]]<br>
'''Description:'''
thrustTime=0.200000;
==timeToLive==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' ?
timeToLive=4;
==tracerColor[]==
[[TokenNameValueTypes|Array]]
'''Description:''' Declares tracer color, format is {Red,Yellow,Green,Transparency}.
tracerColor[]={1.00,0.00,0.00,0.40};
==tracerColorR[]==
[[TokenNameValueTypes|Array]]
tracerColorR[]={1.00,0.00,0.00,0.40};
==trackLead==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
trackLead=0;
==trackOversteer==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
trackOversteer=5.000000;
==typicalSpeed==
'''[[ArmaTokenNames|ArmA]]''' [[TokenNameValueTypes|Integer]]<br>
'''Description:''' ?
typicalSpeed=120;
=V=
==visibleFire==
[[TokenNameValueTypes|Float]]<br>
'''Description:''' ?
visibleFire=18;
==visibleFireTime==
[[TokenNameValueTypes|Integer]]<br>
'''Description:''' ?
visibleFireTime=18;

Latest revision as of 04:38, 3 December 2018

Note

If you are searching my tutorial on animations, take a look here.