====== ArmA 3 bis Weapon Config Guidelines ====== [[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]] **101 - How to set up a weapon for ArmA 3** ===== Additional functionality compared to A2/OA ===== * Slotable weapon accessories * Custom reload animations * Adjustable sights * Underwater weapons * Ammo changes on fly and on hit * Rotating muzzle-flash * Explosion shielding ===== Model requirements {p3d} ===== * proxies for slotable accessories * muzzle accessory should be on proxy **\A3\data_f\proxies\weapon_slots\MUZZLE** * optics should be on proxy **\A3\data_f\proxies\weapon_slots\TOP** * side accessory should be on proxy **\A3\data_f\proxies\weapon_slots\SIDE** * all these proxies could be redefined in //cfgWeapons >> Weapon >> WeaponSlotsInfo >> XXX >> linkProxy// parameter where XXX is the slot name * selections for folding iron sights * You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon * Front part should be named **ForeSight** with **ForeSight_axis** in memory lod * Rear part should be named **BackSight** with **BackSight_axis** in memory lod * adjustable sights for grenade launchers * there needs to be a selection that is going to rotate (in case of collimator sights), default naming is **OP** * this selection needs to have an axis in memory lod, default naming is **OP_axis** * there needs to be a focus point, the best place is the red dot of collimator, with memory point **OP_look** by default and several points for eye, usually **OP_eyeX** where X is the number of the point. Good practice is to place them in same distance form focus point ===== Model config changes {model.cfg} ===== * custom reload animation have a good use of newly added parameter **unHideValue** for hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine: model.cfg class magazine_hide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.220; unhideValue = 0.550; }; * the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back model.cfg class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; * foldable iron sights use **hasOptics** controller model.cfg class BackSight_optic { type = "rotation"; source = "hasOptics"; selection = "BackSight"; axis = "BackSight_axis"; memory = 1; minValue = 0.0000000; maxValue = 1.0000000; angle0 = 0.000000; angle1 = (rad 90); }; * new animation controllers **zeroing1** and **zeroing2** take values from //discreteDistance// of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation: model.cfg class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; // this weapon has array with 4 distances angle0="rad 0"; angle1="rad 65"; }; * rotating muzzle flashes are done using a new animation source **ammoRandom** which changes it's value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination. model.cfg class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; ===== New config parameters {config.cpp} ===== ==== Slotable weapons ==== * Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes in **class WeaponSlotsInfo** which contains the slots and parameters for inventory * **Mass** is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. * allowedSlots is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack * each weapon slot is a separate subclass in class WeaponSlotsInfo * parameter **linkProxy** defines a proxy in weapon model for said slot (see standard names on top) * parameter **displayName** describes a mouse-over name of slot in Inventory * array **compatibleItems** lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber. * external classes //CowsSlot// and //PointerSlot// are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once. class SlotInfo; class CowsSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[[]] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight"}; }; class PointerSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[[]] = {"acc_flashlight","acc_pointer_IR"}; }; class cfgWeapons { class myWeapon { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; // display name displayName = "Muzzle Slot"; // class names with items supported by weapon compatibleItems[[]] = {}; // moved to each weapon }; class CowsSlot: CowsSlot {}; class PointerSlot: PointerSlot {}; allowedSlots[[]] = {901}; // you simply cannot put this into your pants }; }; }; === Muzzle accessories === * suppressors are configured as a weapon inheriting some item abilities from class **ItemCore** * the class itself consists only from scope, displayName, picture and model, there is a separate subclass **ItemInfo** with all the required parameters * there is subclass **MagazineCoef** inside class ItemInfo with parameter **initSpeed** - this is just a multiplier of initSpeed of weapon's magazine * subclass **AmmoCoef** of class ItemInfo has more parameters for the ammo shoot through the suppressor: * **hit** is the coefficient of hit of original ammo * **visibleFire**, **audibleFire**, **visibleFireTime** and **audibleFireTime** are coefficients for detection upon shooting the weapon * higher **cost** coefficient should make AI think more about shooting the suppressed weapon * **typicalSpeed** and **airFriction** coefficients change the ballistic characteristics of the ammo * there are alternate **muzzleEnd** and **alternativeFire** directly inside class ItemInfo to have different muzzle effects origin and muzzle flashes class Mode_SemiAuto; class cfgWeapons { class ItemCore; class InventoryMuzzleItem_Base_F; class myMuzzleAccessory { scope = 2; displayName="My Muzzle Accessory"; picture="\A3\weapons_F\Data\UI\myMuzzleAccessory_CA.paa"; model = "\A3\weapons_f\acc\myMuzzleAccessory"; class ItemInfo: InventoryMuzzleItem_Base_F { soundTypeIndex = 1; // index of sound in sounds[[]] in weapon modes (inherited 1 from parent class) class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit=0.8; visibleFire=0.3; audibleFire=0.8; visibleFireTime=0.5; audibleFireTime=1.0; cost = 1.0; typicalSpeed= 0.8; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; // memory point in muzzle supressor's model alternativeFire = "Zasleh2"; // class in cfgWeapons with model of muzzle flash class MuzzleCoef { dispersionCoef = 1.0f; artilleryDispersionCoef = 1.0f; fireLightCoef = 0.1f; recoilCoef = 1.0f; recoilProneCoef = 1.0f; minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f; midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f; maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f; }; }; }; }; * Starting from patch 1.24 (dev version 1.23 from 23.6. 2014 on), there is a change how sounds are handled because of sound suppressors: * Weapon without any muzzle accessory has a **soundTypeIndex** equal to 0, while it could be any number (by default 1) according to suppressor type used. * array parameter **sounds** of fire mode is used to chose what sound subclass is going to be used - it is //sounds = {StandardSound, SilencedSound};// by default * classes defined in previous parameter are subclasses of a fire mode with various sound parameters: weaponSoundEffect, soundBegin, soundClosure{} class MyWeapon: Rifle_Base_F { class Single: Mode_SemiAuto { sounds[[]] = {StandardSound, SilencedSound}; class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used) { weaponSoundEffect = "DefaultRifle"; closure1[[]]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[[]]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[[]]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[[]] { begin1[[]]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", db0, 1,500}; begin2[[]]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", db0, 1,500}; begin3[[]]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", db0, 1,500}; soundBegin[[]]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[[]] { begin1[[]]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[[]]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[[]]={begin1,0.5, begin2,0.5}; }; /// various other fire mode parameters }; }; === Optics === * in addition to default parameters mentioned in muzzle accessories class, there is **weaponInfoType** to choose a correct resource for weapon info directly inside optic class * there is the same ItemInfo subclass but with different parameters * don't forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points * parameter **opticType** is used for balancing the optics for specific fire modes (should be further described by balancing crew) * **modelOptics** is the 2D model for selected optics * subclass **OpticsModes** works the same way it used to work in A2/OA class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class myOpticsAccessory { scope = 2; displayName="My Optics Accessory"; picture="\A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa"; model = "\A3\weapons_f\acc\myOpticsAccessory"; weaponInfoType = "RscOptics_myOptics"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 7; modelOptics="\A3\Weapons_f\acc\reticle_MyOptics_F"; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[[]]={"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[[]] = {100,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; nFovLimit = 0.07; discretefov[[]] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[[]] = {"\A3\Weapons_f\acc\reticle_MyOptics_F", "\A3\Weapons_f\acc\reticle_MyOptics_z_F"}; memoryPointCamera = "opticView"; visionMode[[]] = {"Normal","NVG"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class IronOnTopOfMyOptics: MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = "eye"; visionMode[[]] = {}; discretefov[[]] = {}; }; }; }; }; }; === Side Accessory === * the class of side accessory is made the same way as for muzzle accessory * subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA class cfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class mySidesAccessory { scope = 2; displayName="My Sides Accessory"; picture="\A3\weapons_F\Data\UI\mySidesAccessory_CA.paa"; model = "\A3\weapons_f\acc\mySidesAccessory"; class ItemInfo: InventoryFlashLightItem_Base_F { mass = 9; class Pointer { irLaserPos="laser pos"; irLaserEnd="laser dir"; }; class FlashLight{}; }; }; }; ==== Custom reload animations ==== * parameter **reloadAction** is now for both a magazine and the weapon. * if it is not defined for any of them, default reload is played. * if the parameter is defined for the weapon but isn't defined for a magazine, reloadAction for weapon is played upon reloading said weapon * if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs) * the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle) class CfgMovesBasic { class DefaultDie; class ManActions { reloadMyWeapon = "reloadMyWeapon"; }; }; class CfgGesturesMale { class Default; class States { class reloadMyWeapon: Default { file="\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm"; looped=0; speed=0.400000; mask="handsWeapon"; headBobStrength=0.200000; headBobMode=2; rightHandIKBeg=1; rightHandIKEnd=1; leftHandIKCurve[[]]={0,1,0.050000,0,0.950000,0,1,1}; }; }; }; class cfgWeapons { class myWeapon { reloadAction = "reloadMyWeapon"; }; }; ==== Underwater weapons ==== * weapons with **canShootInWater** set to 1 are able to shoot under water * parameter **soundBeginWater** has the same use as //soundBegin// and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode: class Mode_SemiAuto; class cfgWeapons { class myWeapon { modes[[]] = {"Single"}; // this example weapon has just one fire mode canShootInWater = 1; // allows to shoot under water class Single: Mode_SemiAuto { begin1[[]]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_1b.wav", db5, 1,900}; begin2[[]]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_2b.wav", db5, 1,900}; begin3[[]]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_3b.wav", db5, 1,900}; soundBegin[[]]={begin1,0.33, begin2,0.33, begin3,0.34}; // all three sounds have roughly the same probablity beginwater1[[]]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_1b.wav", db0, 1,200}; beginwater2[[]]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_2b.wav", db5, 1,200}; beginwater3[[]]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_3b.wav", db5, 1,200}; soundBeginWater[[]]={beginwater1,0.33, beginwater2,0.33, beginwater3,0.34}; // all three sounds have roughly the same probablity }; }; }; * underwater ammo has some different characteristics * **waterFriction** is underwater equivalent of //airFriction// and supercavitating ammunition has this close to zero. Standard ammo doesn't have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water) * **timeToLive** for underwater ammo is rather low to let it be harmless after some 40 meters * the fancy bubble effect is done by having **effectFly** set to **AmmoUnderwater**, you'll try to modify it to work even on ground and we all know it class cfgAmmo { class BulletBase; class myAmmo: BulletBase // For myWeapon { waterFriction = -0.00096; // nearly direct line underwater timeToLive = 0.12; // that's enough for 45 meters underwater effectFly = "AmmoUnderwater"; }; }; ==== Ammo changes on fly and on hit ==== * there are two new simulations of ammo available mainly for artillery, but usable for many other means * simulation **shotSubmunition** allows to deploy multiple ammo from the parent one upon meeting certain conditions * parameter **submunitionAmmo** defines class of newly created ammo and this could be used multiple times * you could set the inherited ammo and it would spread in cone according to **submunitionConeAngle** (and it is in degrees) * **submunitionConeType** describes pattern of ammo in detail, first part is a distribution function ("random", "randomcenter", "poissondisc", "poissondisccenter", "custom"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations submunitionConeType = {"random", 10}; submunitionConeType = {"randomcenter", 10}; submunitionConeType = {"poissondisc", 10}; submunitionConeType = {"poissondisccenter", 10}; submunitionConeType = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} }; * parameter **triggerDistance** is used to deploy ammo in set 3D distance before expected target * parameter **triggerTime** is used to deploy ammo in set time after being fired * parameter **triggerSpeedCoef** is a coefficient of speed of inherited ammo relative to speed of parent ammo * for Artillery computer use array **aimAboveTarget** and **aimAboveDefault** as a index of the array to set different heights to change the ammo to something different (eg. flare) class cfgAmmo { class SubmunitionBase; class MyAmmo: SubmunitionBase { submunitionAmmo = "MySubmunitionAmmo"; submunitionConeType[[]] = {"poissondisc", 10}; submunitionConeAngle = 10; triggerDistance = 100; }; }; * simulation **shotDeploy** is used to change ammo upon impact (eg. change to a mine) * it uses the same **submunitionAmmo** parameter as described above class cfgAmmo { class ShotDeployBase; class Mo_ClassicMineRange: ShotDeployBase { submunitionAmmo = "APERSMine_Range_Ammo"; // some random mine deployable by a mortar airFriction = 0; // artillery ammo works better without friction EffectFly = "ArtilleryTrails"; // some funky effect of smoke trails and stuff }; }; ==== Explosion shielding ==== * class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter called **explosionShielding** * this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit class cfgVehicles { class myVehicle { class HitPoints { class HitLFWheel {armor=0.12; explosionShielding = 0.8;}; }; }; }; ==== Weapon Inertia ==== Inertia coefficient of the weapon is easily set by the "inertia" parameter, common values are 0.1 for a pistol, 0.5 for a rifle, 0.7 for machinegun and around 1.0 for a launcher class cfgWeapons { class myWeapon { // inertia coefficient of the weapon inertia = 0.5; }; };