ofp:modeling:cfgvehicles_configref
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ofp:modeling:cfgvehicles_configref [2007/08/05 21:23] – added maneuvrability snakeman | ofp:modeling:cfgvehicles_configref [2024/07/31 15:57] (current) – links added. snakeman | ||
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- | ====== CfgVehicles Config Reference ====== | + | ====== |
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
**TokenName Config.cpp Reference** | **TokenName Config.cpp Reference** | ||
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</ | </ | ||
- | This article details the token-names specifically available within the CfgVehicles class of a Config.cpp. The primary focus of this document is the TokenNames used for various aspects of controlling models within **Addons**. | + | This article details the token-names specifically available within the CfgVehicles class of a Config.cpp. The primary focus of this document is the TokenNames used for various aspects of controlling models within **Addons**. |
Unlike a command reference, where one meaning fits all, Token names are **not** verbs. The meaning of the name, it's effect, can be different, depending on context. You are advised therefore, that these names, as listed, apply //only// to the CfgVehicles class. They may, or may not, have identical meanings (if found), in other classes. | Unlike a command reference, where one meaning fits all, Token names are **not** verbs. The meaning of the name, it's effect, can be different, depending on context. You are advised therefore, that these names, as listed, apply //only// to the CfgVehicles class. They may, or may not, have identical meanings (if found), in other classes. | ||
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[[ofp: | [[ofp: | ||
- | [[ofp: | + | [[ofp: |
- | For elite only (not ArmA, or OFP) //ALL STRINGS MUST BE ENCLOSED IN QUOTES// | + | For elite only (not ArmA, or OFP) //ALL STRINGS MUST BE ENCLOSED IN QUOTES//. |
[[ofp: | [[ofp: | ||
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driverAction = " | driverAction = " | ||
gunnerAction = " | gunnerAction = " | ||
- | commanderInAction = " | + | commanderInAction = " |
driverInAction = " | driverInAction = " | ||
gunnerInAction = " | gunnerInAction = " | ||
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Determines how easy an object is to identify. Smaller values are easier to detect. | Determines how easy an object is to identify. Smaller values are easier to detect. | ||
- | Typically, buildings are 0.2, vehicles, 0.5 | + | Typically, buildings are 0.2, vehicles, 0.5 |
**A value of 1000 causes the underlying class to be identified instead.** Eg bushy trees, pink trees and yellow trees, can all be ' | **A value of 1000 causes the underlying class to be identified instead.** Eg bushy trees, pink trees and yellow trees, can all be ' | ||
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====== acceleration ====== | ====== acceleration ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== ambient ====== | ====== ambient ====== | ||
- | Float [[ofp: | + | Float [[ofp: |
< | < | ||
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====== animPeriod ====== | ====== animPeriod ====== | ||
- | [[ofp: | + | [[ofp: |
This TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows | This TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows | ||
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armor = 3; // man | armor = 3; // man | ||
armor = 10; // motorcycle | armor = 10; // motorcycle | ||
- | armor = 20; // a small car | + | armor = 20; // a small car |
armor = 15..60; // aircraft | armor = 15..60; // aircraft | ||
armor = 150; // buildings | armor = 150; // buildings | ||
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====== audible ====== | ====== audible ====== | ||
[[ofp: | [[ofp: | ||
- | | + | |
< | < | ||
audible = .05; //man | audible = .05; //man | ||
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====== C ====== | ====== C ====== | ||
====== ...CanSee ====== | ====== ...CanSee ====== | ||
- | [[ofp: | + | [[ofp: |
- | Used on vehicles that have zoom. | + | Used on vehicles that have zoom. |
1 = Radar;\\ | 1 = Radar;\\ | ||
2 = Eye;\\ | 2 = Eye;\\ | ||
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| | ||
| | ||
- | | + | |
</ | </ | ||
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< | < | ||
| | ||
- | | + | |
| | ||
| | ||
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====== color ====== | ====== color ====== | ||
- | Float [[ofp: | + | Float [[ofp: |
< | < | ||
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</ | </ | ||
- | this token is always associated in a weapon or magazine couplet, inside a TransportWeapons, | + | this token is always associated in a weapon or magazine couplet, inside a TransportWeapons, |
TransportMagazines class. | TransportMagazines class. | ||
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destrType = " | destrType = " | ||
destrType = " | destrType = " | ||
- | destrType = " | + | destrType = " |
destrType = " | destrType = " | ||
</ | </ | ||
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< | < | ||
- | | + | |
{ | { | ||
ambient[] = {0.1, | ambient[] = {0.1, | ||
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< | < | ||
- | | + | |
| | ||
0.000000, | 0.000000, | ||
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====== forceSupply ====== | ====== forceSupply ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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</ | </ | ||
- | One or both X Z values are used to keep objects separated (in meters) depending on | + | One or both X Z values are used to keep objects separated (in meters) depending on |
wedge, echelon, V,single line, fomations. | wedge, echelon, V,single line, fomations. | ||
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< | < | ||
- | class GunClouds: | + | class GunClouds: |
{ | { | ||
| | ||
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====== gunnerOutOptics... ====== | ====== gunnerOutOptics... ====== | ||
- | **[[arma: | + | **[[arma: |
[[ofp: | [[ofp: | ||
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====== ...Height ====== | ====== ...Height ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
- | | + | |
| | ||
| | ||
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====== has... ====== | ====== has... ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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====== ...HeadTurnAI ====== | ====== ...HeadTurnAI ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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[[ofp: | [[ofp: | ||
- | Here you can define selections on the model, which are not shown at mission startup. This is usefull for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection " | + | Here you can define selections on the model, which are not shown at mission startup. This is usefull for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection " |
- | Aside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0. | + | Aside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0. |
< | < | ||
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insideSoundCoef = 0.05; //air vehicels are 2% | insideSoundCoef = 0.05; //air vehicels are 2% | ||
</ | </ | ||
- | | + | |
====== interval ====== | ====== interval ====== | ||
[[ofp: | [[ofp: | ||
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isMan = 1; | isMan = 1; | ||
</ | </ | ||
- | + | ||
Defined within the man class | Defined within the man class | ||
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====== landingSpeed ====== | ====== landingSpeed ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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====== M ====== | ====== M ====== | ||
- | ===== maneuvrability ===== | + | |
+ | ====== maneuvrability | ||
[[Float]] | [[Float]] | ||
- | Description: | + | Description: |
< | < | ||
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< | < | ||
- | class TransportMagazines | + | class TransportMagazines |
{ | { | ||
- | class _xx_M16 | + | class _xx_M16 |
{ | { | ||
magazine = M16; | magazine = M16; | ||
count = 30*1; | count = 30*1; | ||
}; | }; | ||
- | class _xx_M60 | + | class _xx_M60 |
{ | { | ||
...... | ...... | ||
}; | }; | ||
- | class _xx_PK | + | class _xx_PK |
{ | { | ||
...... | ...... | ||
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[[ofp: | [[ofp: | ||
- | Used for the map editor to show the [[# | + | Used for the map editor to show the [[# |
There is no x y component to this, the meaurement units are meters. | There is no x y component to this, the meaurement units are meters. | ||
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max = 60 / 3.6; | max = 60 / 3.6; | ||
</ | </ | ||
- | + | ||
Note for readability, | Note for readability, | ||
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====== memoryPointExhaust... ====== | ====== memoryPointExhaust... ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== memoryPointGun ====== | ====== memoryPointGun ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== memoryPointGunnerOptics ====== | ====== memoryPointGunnerOptics ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== memoryPointGunnerOutOptics ====== | ====== memoryPointGunnerOutOptics ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== memoryPoint...Missile ====== | ====== memoryPoint...Missile ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== memoryPoint...Rocket ====== | ====== memoryPoint...Rocket ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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< | < | ||
- | model = " | + | model = " |
</ | </ | ||
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====== name ====== | ====== name ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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< | < | ||
nameSound = crew; | nameSound = crew; | ||
- | nameSound = target; | + | nameSound = target; |
nameSound = tank; | nameSound = tank; | ||
nameSound = house; | nameSound = house; | ||
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====== ...OpticsColor ====== | ====== ...OpticsColor ====== | ||
Float [[ofp: | Float [[ofp: | ||
- | + | ||
< | < | ||
driverOpticsColor[] = {0,0,0,1}; | driverOpticsColor[] = {0,0,0,1}; | ||
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====== gunnerOpticsShowCursor ====== | ====== gunnerOpticsShowCursor ====== | ||
[[ofp: | [[ofp: | ||
- | + | ||
< | < | ||
| | ||
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====== position ====== | ====== position ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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====== ...Radius ====== | ====== ...Radius ====== | ||
- | [[ofp: | + | [[ofp: |
Represents a circular area (radius in meters from **centre** of object for action to take place) | Represents a circular area (radius in meters from **centre** of object for action to take place) | ||
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< | < | ||
- | class ReloadAnimations | + | class ReloadAnimations |
{ | { | ||
class SomeThingA | class SomeThingA | ||
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In the above example, it is just as useful to declare the base class **private**. But, see below, and see [[# | In the above example, it is just as useful to declare the base class **private**. But, see below, and see [[# | ||
- | Protected classes are CamCreatable in the mission.sqm. | + | Protected classes are CamCreatable in the mission.sqm. |
Protected classes are immensely useful to ' | Protected classes are immensely useful to ' | ||
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====== sound ====== | ====== sound ====== | ||
- | [[ofp: | + | [[ofp: |
Used by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves) | Used by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves) | ||
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< | < | ||
- | | + | |
- | | + | |
| | ||
- | | + | |
| | ||
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | mud[] = | + | mud[] = |
- | | + | |
- | | + | |
- | | + | |
| | ||
- | | + | |
- | | + | |
- | | + | |
| | ||
</ | </ | ||
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====== Sounds Various ====== | ====== Sounds Various ====== | ||
- | Complex [[ofp: | + | Complex [[ofp: |
All the following use | All the following use | ||
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| | ||
</ | </ | ||
+ | |||
+ | * 1st parameter: Sound file (path). *.wss is default, *.ogg can be specified. | ||
+ | * 2nd parameter: Change of volume compared to the strongest sound that is audible at the camera' | ||
+ | * 3rd parameter: Speed of playing, 1 = normal speed/time of playing, 2 = 2 times slower, with half lower pitch. | ||
wss is the default. ogg can be specified. | wss is the default. ogg can be specified. | ||
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# | # | ||
# | # | ||
- | # | + | # |
# | # | ||
# | # | ||
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</ | </ | ||
- | NEUTRAL is the general case for all objects. | + | NEUTRAL is the general case for all objects. |
NO_SIDE is used for ambient seagulls and wolves (see [[# | NO_SIDE is used for ambient seagulls and wolves (see [[# | ||
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simulation = airplane, | simulation = airplane, | ||
</ | </ | ||
- | + | ||
__Related TokenName__: | __Related TokenName__: | ||
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transportMaxMagazines = 2000; | transportMaxMagazines = 2000; | ||
</ | </ | ||
- | + | ||
Values vary depending on exact tupe of ' | Values vary depending on exact tupe of ' | ||
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transportSoldier = 3; // | transportSoldier = 3; // | ||
transportSoldier = 50; //large ship | transportSoldier = 50; //large ship | ||
- | transportSoldier = 6to10; // | + | transportSoldier = 6to10; //SmallShip |
transportSoldier = 3; //a10 | transportSoldier = 3; //a10 | ||
transportSoldier = 8to12; // | transportSoldier = 8to12; // | ||
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====== view...Shadow ====== | ====== view...Shadow ====== | ||
- | **[[arma: | + | **[[arma: |
< | < | ||
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====== weapon ====== | ====== weapon ====== | ||
- | [[ofp: | + | [[ofp: |
< | < | ||
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Selects a weapon from the CfgWeapons class | Selects a weapon from the CfgWeapons class | ||
- | ====== weapons ====== | + | ====== weapons ====== |
Variable String [[ofp: | Variable String [[ofp: | ||
ofp/modeling/cfgvehicles_configref.1186349036.txt.gz · Last modified: 2007/08/05 21:23 by snakeman