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arma3:terrain:cfgsurfaces

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arma3:terrain:cfgsurfaces [2017-10-08 14:45]
snakeman created initial page.
arma3:terrain:cfgsurfaces [2017-10-08 15:52]
snakeman added property value reference.
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  // etc ...  // etc ...
 }; };
 +</​code>​
 +
 +===== access =====
 +
 +Integer: Determines the manipulability of the class. All bis classes are ReadOnlyVerified and can only be inherited into a new class
 +<code cpp>
 +access = 2; //ReadOnly
 +</​code>​
 +
 +===== AIAvoidStance =====
 +
 +Integer: Allows restricting the AI from entering prone with two levels of emphasis
 +<code cpp>
 +// 0 default
 +// 1 Less preference for going prone
 +// 2 Almost never going prone
 +AIAvoidStance = 0;
 +</​code>​
 +
 +===== character =====
 +
 +String: Points to a corresponding CfgSurfaceCharacters entry, which defines the clutter on this surface.
 +<code cpp>
 +character = "​Empty";​ //​ No clutter will be used on this surface
 +character = "​SeabedClutter";​ //​ SeabedClutter defined in CfgSurfaceCharacters will be used on this surface
 +</​code>​
 +
 +===== dust =====
 +
 +Float: Amount of dust vehicles will create on this surface (higher value = more dust)
 +<code cpp>
 +dust = 0.75; // High amount of dust, used for GdtStratisDryGrass
 +dust = 0.05; // Almost no dust, used for GdtConcrete
 +</​code>​
 +
 +===== files =====
 +
 +String: Defines which ground texture and roadway texture filenames this surface will apply to
 +<code cpp>
 +files = "​gdt_grass_green_*";​ //​ Tells the ground texture what surface it corresponds to
 +files = "​surfint_wood_*";​ //​ Tells the texture used in the roadway LOD what surface it corresponds to
 +</​code>​
 +
 +===== friction =====
 +
 +float: unknown
 +<code cpp>
 +friction = 0.9;​ //​Default value, used by all A3 surfaces
 +</​code>​
 +
 +===== grassCover =====
 +
 +Float: Used to simulate grass cover at a distance by sinking the target into the ground (higher value = more sinking)
 +<code cpp>
 +grassCover = 0; // Used by GdtStratisConcrete,​ there will be no simulated grass cover at a distance
 +grassCover = 0.05; // Used by GdtStratisGreenGrass,​ there will be some simulated grass cover at a distance
 +</​code>​
 +
 +===== impact =====
 +
 +String: Defines what particle effect is shown when the surface is hit by a bullet, points to a corresponding entry in CfgAmmo
 +<code cpp>
 +impact = "​hitGroundHard";​ //​ Used by GdtStony, particle effect will be chunks of rock flying when hit
 +impact = "​hitGroundSoft";​ //​ Used by GdtStratisDirt,​ particle effect will be dirt flying when hit
 +</​code>​
 +
 +===== isWater =====
 +
 +Integer: Declares whether the surface is water
 +<code cpp>
 +isWater = 1; // Used by SurfWater, declares the surface as water
 +isWater = 0; // Used by Default, declares the surface is not water
 +</​code>​
 +
 +===== lucidity =====
 +
 +Float: Unknown
 +<code cpp>
 +lucidity = 0.3; // Used by GdtStratisConcrete
 +lucidity = 3.5; // Used by GdtStratisForestPine
 +lucidity = 150; // Used by GdtStratisSeabed
 +</​code>​
 +
 +===== maxClutterColoringCoef =====
 +
 +Float: Defines the maximum speed coefficient on that surface
 +<code cpp>
 +maxClutterColoringCoef = 1.35; // Used by GdtStratisConcrete
 +maxClutterColoringCoef = 1.5; // Used by GdtBeach
 +</​code>​
 +
 +===== maxSpeedCoef =====
 +
 +Float: Defines the maximum speed coefficient on that surface
 +<code cpp>
 +maxSpeedCoef = 1; // Used by GdtStratisConcrete,​ no change in speed
 +maxSpeedCoef = 0.9; // Used by GdtStratisGreenGrass,​ 10% reduction in speed
 +maxSpeedCoef = 0.8; // Used by GdtStratisForestPine,​ 20% reduction in speed
 +</​code>​
 +
 +===== restitution =====
 +
 +Float:​Unknown
 +<code cpp>
 +restitution= 0; //Used by every surface
 +</​code>​
 +
 +===== rough =====
 +
 +Float:​Defines the roughness of the surface when driving over it in a vehicle (higher value = more bumps)
 +<code cpp>
 +rough = 0.05; // Used by GdtStratisConcrete,​ minimal bumps
 +rough = 0.15; // Used by GdtMud, fairly bumpy
 +</​code>​
 +
 +===== soundEnviron =====
 +
 +String:​Defines the sound played when walking or driving a vehicle on the surface, points to sounds defined in SoundEnvironExt
 +<code cpp>
 +soundEnviron = "​drygrass";​ //​ Used by GdtGrassDry,​ dry grass sound
 +soundEnviron = "​gravel";​ //​ Used by SurfRoadDirt,​ gravel sound
 +soundEnviron = "​int_wood";​ //​ Used by SurfIntWood,​ weapons fired while on this surface will have a reverb effect.
 +</​code>​
 +This value also determines the sound for footsteps inside of a building corresponding for the roadway LOD. It is important to use corresponding textures for surfaces that are indoors or outdoors, as it has an effect on the sound when firing weapons on that surface.
 +
 +===== soundHit =====
 +
 +String:​Defines the sound played when the surface is struck by a bullet
 +<code cpp>
 +soundHit = "​concrete";​ //​ Used by GdtStratisConcrete,​ sound of bullet hitting concrete is played when this surface is hit
 +soundHit = "​soft_ground";​ //​ Used by GdtStratisDirt,​ sound of dirt is played when this surface is hit
 +</​code>​
 +
 +===== surfaceFriction =====
 +
 +Float: Defines the surface friction on this surface (lower value = more friction)
 +<code cpp>
 +surfaceFriction = 2.5; // Used by SurfRoadTarmac,​ highest surface friction value
 +surfaceFriction = 2; // Used by SurfRoadConcrete,​ above average surface friction value
 +surfaceFriction = 1.8; // Used by GdtDirt, below average surface friction value
 +surfaceFriction = 1.5; // Used by GdtMarsh, low end of surface friction values
 +</​code>​
 +
 +===== tracksAlpha =====
 +
 +Integer: Defines the alpha value of vehicle tracks
 +<code cpp>
 +tracksAlpha = 1; // Default value used by all surfaces
 +</​code>​
 +
 +===== transparency =====
 +
 +Integer: Unknown
 +<code cpp>
 +transparency = -1; // Default value used by all surfaces
 </​code>​ </​code>​
  
 See also [[clutter-buldozer-and-you#​how_cfgsurfaces_cfgsurfacecharacters_and_clutter_work]]. See also [[clutter-buldozer-and-you#​how_cfgsurfaces_cfgsurfacecharacters_and_clutter_work]].
arma3/terrain/cfgsurfaces.txt ยท Last modified: 2017-11-03 13:41 by snakeman