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ofp:modeling:cfgvehicles_configref

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Table of Contents

CfgVehicles Config Reference

TokenName Config.cpp Reference

Simply put, Token Name & Value pairs are as follows

 SomeName = SomeValue;

Token Names are used extensively throughout ofp 'text' files.

An example is, when creating a model using class statements inside a Config.cpp, to access it later, via the mission editor

 scope=2;

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.

This article lists token names, their value ranges, and their type.

TokenTypes

Integer: A signed value that will be held in 4 bytes.

Boolean: An Integer value of 0 or 1. This is a 'convenience type' in humanly readable text. The engine stores it as an integer.

String: Any string value.

For elite only (not ArmA, or OFP) ALL STRINGS MUST BE ENCLOSED IN QUOTES.

Array: An array []={…}

float Array: An array of floats only

string Arrray: should be obvious

integer Array: ditto

Complex Array: A mixture of multiple types, includig embedded arrays.

Variable Array: the number of elements for this array in this class model can have a varying number of elements (depending on context)

Filenames and Paths

Filenames are case insensitive.

Pbo File conventions

The root path of the filename is (generally) the name of the pbo

 model= "\anypbofile\anywhere\....";

note the pbo extension is inferred

anywhere is an (optional) (series of) folder(s) INSIDE the pbo.

Depending on the file referred to, eg a p3d file for a model, the extension (in this case .p3d) is not required.

p3d files

 model="\anypbofilename\anyp3d(.p3d)";

paa/pac

wherever these file types are indicated, the default extension is paa

 icon=\somepbo\anyicon(.paa);

jpeg

jpeg pictures are useable anywhere a pac (or pac) file is indicated. It is never default.

Exception: Operation Flashpoint Elite specifically, cannot handle jpg.

 picture="\AnyPbo\AnyPicture.jpg";

Sound files

wss is the default extension if not declared.

 sound="\AnyPbo\AnySoundFolder\AnySound(.wss)";

Otherwise use Ogg Vorbis format (extension .ogg).

ArmA

Token Names found only in Armed Assault config.bins are indicated in bold

ArmA Boolean : Default false.

Your mileage will vary as to their compatibility / usefulness / buginess if used in 'compatible' missions on the older game versions.

See the ArmA TokenNames

Vehicle vs 'Vehicle'

In this document. a vehicle, is a true vehicle of some kind. Be it a tank, or a car.

A 'vehicle' on the other hand covers cfgVehicles as defined in a config.cpp which would include men or buildings, since ofp considers them all to be 'vehicles'

Config.bin vs Config.cpp

By convention only, Config.**cpp** is the humanly readable text equivalent of config.**bin**.

The engine will accept either or both.

When both are encountered, it is the text file that is predominant (the raPified file is ignored). (Which is the text file, and which is the 'binary' is moot, see below).

While unusual to have both, it is common for an addon, eg a pbo, to have both inside where the config.cpp is a 'work in progress' that might later be 'binarised' to raP, and the cpp removed.

raP files

so called 'binarised, or binary' files are encoded in raP format. They are not, in the conventional sense a binary, machine readable code or data, but rather a more convenient (from the engine's perspective), encoded form of the text file. They represent the stripping out of comments and extraneous crud, with bells on.

Save files eg, are raP encoded, just as much as a config.bin is.

By convention only, a config.cpp is a text file. The engine, does not care. If it encounters a config.cpp with a raP signature, it is treated as per a config.bin.

The engine, unconditionally converts text files, to raP encoding before it uses it further. This, (obviously) slows game or mission loading, and (obviously) is a source of 'undocumented features'. Prior to finishing your addon, it is a good idea ™ to 'binarise' the config into raP encoding (and rename the cpp file to .txt for documentation purposes).

A

...Action

String : defaults ManActCargo

  commanderAction =   "ManActM60CommanderOut";
  driverAction =      "ManActShipDriver";
  gunnerAction =      "ManActJeepGunner";
  commanderInAction = "ManActTestDriver"; 
  driverInAction =    "ManActM113Driver";
  gunnerInAction =    "ManActM1A1Gunner";
  getInAction =        ManActGetInTank;   //default
  getOutAction =       ManActGetOutTank;  //default

cargoAction Variable String Array: default {ManActCargo} cargoAction[] = {“ManActM113Medic”,“ManActM113Medic”,“ManActM113Injured”};

Note that unlike driverAction and gunnerAction this is an array. (for multiple positions)

The number of elements in this array correspond to the transportSoldier value declared for this class.

see cargoIsCoDriver

...AngleX/Y

Float Degrees

   initAngleX = 0;
   minAngleX = -30;
   maxAngleX = 30;
   initAngleY = 0;
   minAngleY = -100;
   maxAngleY = 100;
   initFov = 0.700000;
   minFov = 0.420000;
   maxFov = 0.850000;

used by car.ViewPilot class

angle

Float: Degrees

angle = -240;

see Indicator... Class Or Hatch... Class

access

Integer: Determines the manipulability of the class.

 access=1;
 0 ReadAndWrite additional values can be added
 1 ReadAndCreate only adding new class members is allowed
 2 ReadOnly no modifications enabled
 3 ReadOnlyVerified no modifications enabled, CRC test applied

All BIS classes are ReadOnlyVerified and can only be inherited into a new class

accuracy

Float: Default value = 0.02.

Determines how easy an object is to identify. Smaller values are easier to detect.

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 'identified' as “trees”. The description “bushy trees” is then used solely when Editing. See VehicleClass

  accuracy = 0.2; // buildings
  accuracy = 0.5; //small vehicles
  accuracy = 0.9;//truck
  accuracy = 3.500000;//sniper
  accuracy = 1.500000;//lawsoldier
  accuracy = 1000;//soldier // identify (most) solders as 'man'

Relationship to camouflage:

accuracy defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.

camouflage defines how hard it is for the AI to see that the unit is there.

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

acceleration

ArmA Float: metres per second

 acceleration = 7;

airFriction

ArmA Array: 3 separate tokens, airFriction0[],airFriction1[],airFriction2[] that define the X Y and Z component respectively.

 airFriction2[] = {25,12,2.500000};

ambient

Float Array:

   ambient[] = {0.07,0.07,0.07,1.0};

See Reflectors Class, Light Class, CargoLight Class

animated

Bool : Default Value true

Used by class models that inherit an animated 'vehicle' to turn those aspects of the vehicle off.

   animated = false;

model is animated, or not.

when set true, the animation class, if any, happens, otherwise it doesn't

see animations class

animPeriod

float: Seconds.

This TokenName is generally used inside AnimationSources class (ArmA only). It's use in OFP:R is as follows

   animPeriod = 1.33; // a fountain

animation...

ArmA String: These animation strings point to rtm files to create the movement.

  animationFlag = "\AnyAddon\AnyRTM(.rtm)";// to wiggle flag in wind
  animationOpen = "\AnyAddon\AnyRTM(.rtm)";// to open or close doors (eg)
  animationDrop = "\AnyAddon\AnyRTM(.rtm)";

animationSource...

ArmA String

    animationSourceBody = "Turret_2";
    animationSourceGun = "Gun_2";
    animationSourceHatch = "hatchCommander";

armor (integer)

Float: A strength value of how much external damage can be taken before 'destruction'. Below are general ranges to give some idea.

 armor = 3; // man
 armor = 10; // motorcycle
 armor = 20; // a small car 
 armor = 15..60; // aircraft
 armor = 150; // buildings
 armor = 150..300; // bmp
 armor = 400...900; // tank
 armor = 300; // boat
 armor = 10000; // ship

If unspecified (or not inherited) the default value is 30

1 bullet will kill armor ⇐20

2 bullets ⇐40

3 bullets 50

armor (float)

Float: The floating version of armor type is only used in Hit… classes, eg HitTurret HitBody

   armor = 1.4; // a bee
   armor = 0.8;// a turret

Related TokenNames: armor (float), material, name, passThrough

armor...

Float:

  armorBody = 0.4; // default
 // for vehicles general
  armorStructural= 1; //ranges between 1 and 4.0, default 1
  armorFuel = 1.4;// default
  armorGlass = 0.5;// default
  armorLights = 0.4; // default 0.4 in all models.
  armorWheels = 0.05;//default
 // for tanks
  armorHull = 1;
  armorTurret = 0.8;
  armorGun =    0.6;
  armorEngine = 0.8;
  armorTracks = 0.6;
 // for men
  armorHead = 0.7;
  armorBody = 0.8;
  armorHands = 0.5;
  armorLegs = 0.5;
 // helicopters
  armorHull = 0.5;
  armorEngine = 0.6;
  armorAvionics = 1.4;
  armorVRotor = 0.5;
  armorHRotor = 0.7;
  armorMissiles = 1.6;
  armorGlass = 0.5;

attendant

Bool: Default false

Used for 'vehicles' to repair other 'vehicles'. Thus a hospital has an attendant that can repair soldiers. Adds the action “Heal at XXX”

  attendant = true;

Related TokenNames: hiddenSelections

audible

float: Default Value 1

  audible = .05; //man
  audible = 3;//motorcyle
  audible = 6;//tank/ship

how loud you are

see camouflage

autocenter

bool: Default true

     autocenter = false; // man

axis

String:

 axis = osa_poklop_driver;

see Indicator... Class Or Hatch... Class, IndicatorWatch Class

B

body

String:

    body = "mainTurret";

see Turret Class

brakeDistance

Float: default 5 meters per sec

   brakeDistance=   1; // man
   brakeDistance=  14; // tank
   brakeDistance= 500; // plane
   brakeDistance= 50;  // boat

brightness

C

...CanSee

Integer

Used on vehicles that have zoom. 1 = Radar;
2 = Eye;
4 = Optics;
8 = Ear;
16 = Compass;
30 = ?;
31 = Compass & Radar;
32 = ?

  commanderCanSee = 31;//default
  gunnerCanSee = 4+8+16;//default
  driverCanSee = 2+8+16;//default

...CargoAngleY

Float Degrees

found within vehicle classes

  initCargoAngleY = 185; //Truck5t
  initCargoAngleY = 90;//M113
  initCargoAngleY = 10; // UH60
  minCargoAngleY = -60;
  maxCargoAngleY = 120;

camouflage

Float: Default Value = 2.

how difficult to spot. bigger = easier

 camouflage = 0.6; // snipers
 camouflage = 1; // man
 camouflage = 4; // trucks
 camouflage = 8; // tanks 

Relationship to accuracy:

camouflage defines how hard it is for the AI to see that the unit is there. The AI will not spot an enemy that has a camouflage setting of 0 (maybe this needs some more testing) even if it stands directly in front of it as long as the enemy doesn't fire.

accuracy defines how hard it is for the AI to recognise the correct class of a unit. But even if it can't recognise the correct class it can still recognise it as an enemy and engage it.

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

can...

canBeShot ArmA Boolean: Declares whether bullets have any effect

 canBeShot = true;

canDeactivateMines Boolean: Default false

part of the man class.

  canDeactivateMines = true; //SoldierEngineer

canFloat Boolean: Default value: false

Used to allow vehicles (such as BMP) not to sink !

  canFloat = true;

canHideBodies Boolean: Default false

part of the man class.

  canHideBodies = true; //SoldierWSaboteur

canLock Arma] [[ofp:modeling:tokennamevaluetypes|Integer:

This token declares if the weapon is able to lock targets.
Values: 0 = false, 1 = cadet mode only, 2 = always.

 canLock = 0;

cargoIsCoDriver

Variable Boolean Array : Default {false};

This token declares which (if any) cargo positions are 'in the front' (Ie front windscreen)

   cargoIsCoDriver[] = {true,true,false};// 1st two passenger positions for a 5T truck

The number of elements in this array correspond to the transportSoldier value declared for this class model.

cast...Shadow

Boolean: Default false

 castCargoShadow = false;
 castCommanderShadow = false; 
 castDriverShadow = false;
 castGunnerShadow = true;

Normally used to shadow 'soldiers' standing up in vehicle objects, such as the MG Jeep and Machine Guns.

Classes Embedded

cloud...

Various(Strings,Floats,Arrays)

   cloudletDuration = 0.9;
   cloudletAnimPeriod = 1.0;
   cloudletSize = 0.1;
   cloudletAlpha = 0.8;
   cloudletGrowUp = 0.4;
   cloudletFadeIn = 0.0;
   cloudletFadeOut = 5.0;
   cloudletAccY = -0.1;
   cloudletMinYSpeed = 0.3;
   cloudletMaxYSpeed = 1.5;
   cloudletShape = "\ca\data\cl_basic";
   cloudletColor[] = {1,1,1,0};

See Smoke Class

cobraLight

ArmA String : Used as a core model for all other 'air' craft.

 cobraLight = "AnyAddon\AnyP3d(.p3d)";

coefInside...

Float:

  coefInside = 2;// default
  coefInsideHeur = 4.3; // default

Used by the static class for non moving objects such as buildings

  coefInside = 1; // forest
  coefInsideHeur = 0.25;

color

Float Array: of floats.

   color[] = {0.8,0.8,1.0,1.0};

This is a fixed four dimension array consisting of the color values for a cmyk model.

See Reflectors Class, Light Class, CargoLight Class, Smoke Class

commanding

ArmA Integer: part of Turret class

     commanding = -1;

cost

Float: Default Value 50,0000

This value reflects the attractiveness of the target to the enemy AI. When all other considerations are equal. A soldier eg is not interested in Air, despite it's highly attractive cost values. On the other hand, he is interested in a medic, since a medic (in normal configs) has a (while small) a higher cost, than others in the group, including the officer.

 cost = 10000000;// an air vehicle is typically this value
 cost = 8; // a medic;
 cost = 1; // a grunt
 cost = 4; // an officer
 cost = 0; // most buildings;

Related TokenNames: type , cost , threat

count

String or Integer: (math formula).

 weapon = M60;
 count = "30*1";

this token is always associated in a weapon or magazine couplet, inside a TransportWeapons, or TransportMagazines class.

The value is mostly represented as a string as above (a math formula), or it can be (unusually)

 count= 2;

See At the End of the Day in the TokenNameValueTypes page for an explanation how this duality is possible.

crew

String: Default Civilian

Reflects whether vehicle is manned, and what with.

   crew = <ClassName>
   crew = "SoldierWPilot";

'SoldierWPilot' is a class declared in same file.

D

dammage...

Variable String Array:

  dammageHalf[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...};
  dammageFull[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...};

When 'vehicle' is considered at least half way to destruction, the series of pictures is applied to the model.

damper...

Float:

 damperSize = 0.1;// default
 damperForce = 3; //default

deltaT

Float

  deltaT = -500;

See Smoke Class

density

Float

   density = 0.5;

See Smoke Class

destrType

String: Default Value= DestructDefault

Used for animation, sound, and final 'look' of vehicle.

  destrType = "DestructNo"; // nothing happens
  destrType = "DestructBuilding"; // smoke. explosion
  destrType = "DestructEngine"; // smoke only
  destrType = "DestructTree"; // smoke, crushing, falls over
  destrType = "DestructTent"; // smoke, crushing, flattens
  destrType = "DestructMan";  
  destrType = "DestructDefault"; // =building

Tent and Tree are no longer identifiable when destroyed if not class 'things'

disappearAtContact

Bool: Default false;

   disappearAtContact = true; //FxCartridge

direction

string:

    direction = "konec L svetla";

see Reflectors Class

displayName

String: Default value = “Unknown” or “Vehicle”

Selects object uniquely in the Mission Editor, and separately, is used to identify object in game according to accuracy. For instance when pointing your men to an object while in a mission, it is this displayName that is used.

It is good practice to use a stringtable.csv that should accompany your addon so that

 All names and labels are in one place instead of hunting for them.
 For language differences
 displayName = "$STR_DN_AH1Z";

Note, that will careful crafting of classes, different colored 'rocks' can all be called the same displayName (rock) in the mission itself. See scope and accuracy for details.

See nameSound for definition of what is actually 'said'

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

displayNameShort ArmA String:

  displayNameShort = "$STR_DN_UH60";

driverIsCommander

Bool : Default false.

 driverIsCommander = true;

For boat, MG Jeep and helicopters

see has...

driverForceOptics

ArmA Bool

   driverForceOptics = true;

E

...Elev

Integers:Degrees

 initElev = -80;
 minElev = -60;
 maxElev = 10;

part of any Turret Class (tanks eg)

ejectDamageLimit

ArmA Float: You can get hurt, but you can't die with vals less than 1.0

  ejectDamageLimit = 0.750000;

ejectDead...

Boolean : Default false

  ejectDeadGunner = false;
  ejectDeadCargo = false;
  ejectDeadDriver = false;
  ejectDeadCommander = false;

Causes that unit to 'unmount' the vehicle. Such as an MG nest, or motorcycle.

ejectSpeed

Array: Default {0,40,0};

 ejectSpeed[] = {0,0,0}; // cant eject in a cessna

Embedded ClassNames

Some Token Names are encountered only within an embedded classname, rather than the main 'vehicle' body.

An embedded classname conveniently adds a unique feature to the 'vehicle'. Such as smoke, such as, a turret for a tank.

Emmbedded class names are used extensively in animated buildings for the quite logical reason that identical Token Names for door1 cannot be the same as Door2.

Below is a list of embedded classnames that (in most cases) use a TokenName uniquely. It is not found elsewhere and is better served describing that Token Name in the context it is found in, ie, an embedded class.

Hatch… Class

  class HatchDriver
  {
   selection = poklop_driver;
   axis = osa_poklop_driver;
   angle = -100;
  };

Indicator… Class

  class IndicatorSpeed
  {
   selection = ukaz_rychlo;
   axis = osa_rychlo;
   angle = -240;
   min = 0;
   max = 60 / 3.6;
  };

Light Class

  class Light
  {
   ambient[] = {0.3,0.15,0.0,1.0};
   brightness = 0.08;
   color[] = {1.0,0.5,0.0,1.0};
   position = ohniste;
   shape = koulesvetlo;
   size = 0.3;
  };

CargoLight Class

  class CargoLight
  {
   ambient[] = {0.6,0,0.15,1};
   brightness = 0.007;
   color[] = {0,0,0,0};
  };

Reflectors Class

   Reflectors ::LandVehicle 
   {
    ambient[] = {0.1,0.1,0.1,1.0};
    brightness = 0.25;
    color[] = {0.9,0.8,0.8,1.0};
    position = L svetlo;
    size = 0.5;
    direction = konec L svetla;
    hitpoint = L svetlo;
    selection = L svetlo;
   };

Smoke Class

  class Smoke
  {
   density = 0.5;
   deltaT = -500;
   in = 0.0;
   out = 0.0;
   initT = 1000;
   initYSpeed = 1.7;
   interval = 0.01;
   size = 0.1;
   timeToLive = 100000002004087730000.0;
   //
   cloudletDuration = 0.9;
   cloudletAnimPeriod = 1.0;
   cloudletSize = 0.1;
   cloudletAlpha = 0.8;
   cloudletGrowUp = 0.4;
   cloudletFadeIn = 0.0;
   cloudletFadeOut = 5.0;
   cloudletAccY = -0.1;
   cloudletMinYSpeed = 0.3;
   cloudletMaxYSpeed = 1.5;
   cloudletShape = cl_basic;
   cloudletColor[] = {1,1,1,0};
   class Table {
    class T1 {
     maxT = 0;
     color[] = {0.8,0.8,0.8,1};
    };
    class T2 {
     maxT = 900;
     color[] = {0.3,0.3,0.3,1};
    };
    class T3 {
     maxT = 1000;
     color[] = {1,0.5,0,0.5};
    };
   };
  };

Turret Class (Tanks eg)

  class TurretBase
  {
   body = OtocVez;
   gun = OtocHlaven;
   gunAxis = OsaHlavne;
   gunBeg = usti hlavne;
   gunEnd = konec hlavne;
   minElev = -4;
   maxElev = 20;
   minTurn = -360;
   maxTurn = 360;
   soundServo[] = {Vehicles\gun_elevate,0.031623,1.000000};
   turretAxis = OsaVeze;
  };

Embedded TokenNames

see Embedded ClassNames

enableSweep Bool: Default true. Used by Helicopter class

  enableSweep = false; //UH60MG

envelope

ArmA Float Array

 envelope[] = 
 {              0.000000,
                0.000000,
                0.300000,
                1.000000,
                2.500000,
                3.300000,
                3.500000,
                3.200000,
                2.500000,
                2.000000,
                1.500000,
                1.000000
 };

extCameraPosition[]

float Array: Default {0,2,-20};

 extCameraPosition[] = {0,5,-30};//plane
 extCameraPosition[] = {0,1,-10};//cars
 extCameraPosition[] = {0,1.500000,-9};//tankls
 extCameraPosition[] = {0,0.300000,-3.500000};//man

F

minFireTime

Integer: Default 20 seconds

   minFireTime = 20;

fired

ArmA String:

 fired = "_this exec ""\AnyAddon\AnySQS.sqs"""; // note the ""

flapsFrictionCoef

Float: Default 0.5

  flapsFrictionCoef = 2; // can be integer too.

forceHide...

Boolean : Default false;

 forceHideDriver = true;//shilka
 forceHideGunner = true; //tank
 forceHideCommander=true;

forceSupply

Boolean : Default

  forceSupply = true;

Found only in Weapon holders (ammo boxes) to force supply?

formation...

Integer:

 formationX = 10;// default meters
 formationZ = 20; // default meters
 formationTime = 10; // default seconds

One or both X Z values are used to keep objects separated (in meters) depending on wedge, echelon, V,single line, fomations.

fov

Float

  fov = 0.85; // cessna
  fov = 0.85; // man
  fov = 1.0; // truck

...Fov

Float

  minFov = 0.420000;// man
  maxFov = 0.850000;
  minFov = 0.600000;//truck
  maxFov = 1.400000;

also used by ViewPilot Classes

fuelCapacity

Integer: Default Value 0 (litres)

  fuelCapacity = 50; // motorcyle
  fuelCapacity = 100; // car
  fuelCapacity = 700; // tank
  fuelCapacity = 1000; // air

G

...Gun...

Integer:degrees

  minGunElev = -60;
  maxGunElev = 60;
  minGunTurn = -5;
  maxGunTurn = 5;
  minGunTurnAI = -30;
  maxGunTurnAI = 30;

...GunnerMayFire

Boolean: Default false

      outGunnerMayFire = true; //m113
      inGunnerMayFire = false;

...GunClouds Class

This is a reference to the external WeaponCloudsGun classes

most models simply inherit the defaults

  class GunClouds:  WeaponCloudsGun{};
  class MGunClouds: WeaponCloudsMGun{};

here is an example of over-rides for class man

 class GunClouds:WeaponCloudsGun 
 {
   cloudletGrowUp = 0.200000;
   cloudletFadeIn = 0;
   cloudletFadeOut = 0.400000;
   cloudletDuration = 0.200000;
   cloudletAlpha = 1;
   cloudletAccY = 2;
   cloudletMinYSpeed = -10;
   cloudletMaxYSpeed = 10;
   interval = 0.020000;
   size = 0.300000;
   sourceSize = 0.015000;
  };

...GunFire Class

This is a reference to the external WeaponFireGun classes

most models simply inherit the defaults

  class GunFire: WeaponFireGun {};
  class MGunFire: WeaponFireMGun {};

gearRetracting

Bool: Default true

  gearRetracting = false; // cessna

more correctly viewed as HasRetractingGear.

gun

String:

 gun = OtocHlaven;

see Turret Class

gunAimDown

ArmA Float

  gunAimDown = 0.07;

gunAxis

gunBeg

gunEnd

gunnerHasFlares

ArmA Boolean

   gunnerHasFlares = false;

gunnerName

ArmA String

    gunnerName = "$STR_POSITION_CREWCHIEF";

gunnerOutOptics...

ArmA String

      gunnerOutOpticsModel = "";

Array

      gunnerOutOpticsColor[] = {0,0,0,1};

Boolean

      gunnerOutForceOptics = false;

Boolean

      gunnerOutOpticsShowCursor = false;

H

...Height

ArmA Integer:

 minHeight = 5; //Min height in metres above sealevel. 
 maxHeight = 50;//max height above sea level.
 avgHeight = 10;

has...

Bool:

  hasDriver = true; // default
  hasGunner = false;// default
  hasCommander =true; // default

Depending on vehicle model.

Controls the 'get in' commands.

see driverIsCommander

...HeadTurnAI

Integer Degrees

  minHeadTurnAI = -70;// man class
  maxHeadTurnAI = 70;

hiddenSelections

String Array: Default none.

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 “medic”, as they should not have a red cross at their body):

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.

hiddenSelections[] = {"pruh"}; // bmp/tank

Try this setObjectTexture [0, “\data\duha.pac”] in the initline of a BMP and you'll see which parts are meant by the selection “pruh”.

Don't forget to add the model and the selections in the CfgModels, as the hidden selections won't work otherwise (at least not after binarizing).

hide...

Bool

 hideProxyInCombat =    false;// default (true for tanks)
 hideUnitInfo =         false;// default see [[#unitInfoType]]
 hideWeaponsCargo =     false;// default
 hideWeaponsCommander=  true; // default
 hideWeaponsDriver =    true; // default
 hideWeaponsGunner =    true; // default

hitpoint

String:

    hitpoint = "L svetlo";

See Reflectors Class

hitSound...

  hitSound1[] = {voices\Hit11,0.056234,1};
  ...
  hitSound20[] = {voices\Hit30,0.056234,1};
  hitSounds[] = {hitSound1,0.05,hitSound2,0.05,....

hitSounds is used by the engine to reference user generated hitSound…s

the number of user generated sounds, is limited only by the author.

hour

part of the IndicatorWatch class

  class IndicatorWatch
  {
   hour = hodinova;
   minute = minutova;
   axis = osa_time;
   reversed = 0;
  };

I

icon

String: Default Value = “unknown_object.paa”

This value us used by the map editor to show the building or vehicle when editing. It is not normally visible during game play. (but can be)

The icon can be any jpg, paa, or pac file. paa is default. Note that Elite cannot handle jpegs.

  icon = "\AnyAddon\AnyPAA(.paa)";

Related TokenName(s): mapSize

in/out

Float: These TokenNames are used inside the Smoke Class

  in= 0.0;
  out=0.0;

init

ArmA String:

   init = "[(_this select 0)] exec ""\AnyAddon\AnySqs.sqs"""; // note the ""

initT

Integer: This TokenName is used inside the Smoke Class

    initT = 1000;

initYSpeed

Float: This TokenName is used inside the Smoke Class

    initYSpeed = 1.7;

insideSoundCoef

Float: default 0.5

For example WGL and VTE aircrafts use insideSoundCoef = 0.001; to simulate helmet and radio comms systems.

  insideSoundCoef = 0.05; //air vehicels are 2%

interval

Float: This TokenName is used inside the Smoke Class

      interval = 0.01;

irScanGround

Bool: Default true.

Whether the unit will scan for ground units.

  irScanGround = false;

irScanRange...

Integer: Default 0

This is very CPU heavy, do not use big values, 4000 is quite big already. Most users dont use such viewdistances so its pointless to have huge value here like 10,000.

  irScanRange = 4000; // outdated (since Resistance)
  irScanRangeMin = 500;  // tanks general
  irScanRangeMax = 4000;
  irScanRangeMin = 2000; // air
  irScanRangeMax = 10000;
  irScanRangeMin = 4000; // a vulcan
  irScanRangeMax = 10000;

irScanToEyeFactor

Integer: Default 1

  irScanToEyeFactor = 2; //air
  irScanToEyeFactor = 5; //shilka

irTarget

Bool: Default true.

Used for (some) buildings so that they don't show up on tank radar

  irTarget = false; // man

isBicycle

Bool: Default false.

this value inside the motorcycle class is used to turn it on when inheriting to a real bicycle

isMan

Bool: Default true.

  isMan = 1;

Defined within the man class

K

killed

ArmA String:

   killed = "[(_this select 0),1,1,0,0] exec ""\AnyAddon\AnySQS.sqs""";// note the ""

L

ladders

Embedded Array: The ladders array is used to declare one or more ladder pairs inside the model.

 ladders[] = { {"start","end" }                        };// a building with one ladder
 ladders[] = { {"start1","end1" } , {"start2","end2" } };// two ladder building
 //...etc

Note that unfortunately, the 'start' and 'end' labels are arbitrary for each model. You cannot have a generic ladder building as such.

laser...

Boolean: Default false

Determines if a vehicle has laser capability.

  laserScanner = true;
  laserTarget = true;// used as a generic class of All {} to default things true

landingAoa

MathFormula String Default 10*3.1415/180

Landing Angle of Approach. Used by plane class

  landingAoa = 7*3.1415/180;//Cessna

landingSpeed

Integer: Default 0 Kph.

  landingSpeed = 75; // plane vehicles

library

ArmA String: This TokenName is associated with the library class of a vehicle (if any). It is used to give a 'memo' style full screen info on the given object. Example of use:

What is the maximum size of this text?

  class Library
  {
   libTextDesc = "$STR_LIB_AH1Z";
  };

M

maneuvrability

Float

Description: Declares maneuvrability of guided missiles.

manueuvrability=30;

magazine

Array: used in TransportMagazines class this specifies the type of ammo in the magazine and the amount.

 {
 magazine = "30Rnd_556x45_Stanag";
 count = "30*1";
 }

Each of these couplets are contained within a 'weapon' classname within the magazineS class itself. Example

 class TransportMagazines 
 {
     class _xx_M16 
     {
        magazine = M16;
        count = 30*1;
     };
     class _xx_M60 
     {
        ......
     };
     class _xx_PK 
     {
        ......
     };
     ...
 };

magazines

Variable string Array: default {}

see weapons for proper description

mapSize

Float: Default Value = 10 (meters).

Used for the map editor to show the icon associated with this model class.

There is no x y component to this, the meaurement units are meters.

To creat a circular, rectangular or other 'non sqaure' image, you need to make a pac file for the icon with, a transparent layer.

  mapSize = 0.7; // small object such as a tree
  mapSize = 4; // a small'ish building

The Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, particularly buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree!

Later Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier.

For larger islands then map zoom and icon size becomes a problem and these must be scaled down a bit.

marker

ArmA String : used as a core for all other air craft when looking on map.

 marker = "\AnyAddon\AnyP3d.(p3d")";

material

Integer:

Used in Hit… classes, eg HitTurret HitBody

   material = 50;

Related TokenNames: armor (float), material, name, passThrough

maxT

Integer: This TokenName is used inside the Smoke Class

    maxT = 0;

min/max

String Degrees Math Formula

  min = 0;
  max = 60 / 3.6;

Note for readability, these values are normally expressed as strings which the engine itself will convert.

see Indicator Class

memoryPointExhaust...

ArmA String:

 memoryPointExhaust = "exhaust_start";
 memoryPointExhaustDir = "exhaust_end";

memoryPointGun

ArmA String:

    memoryPointGun = "machinegun";

memoryPointGunnerOptics

ArmA String

    memoryPointGunnerOptics = "gunnerview";

memoryPointGunnerOutOptics

ArmA String

      memoryPointGunnerOutOptics = "commander_weapon_view";

memoryPoint...Missile

ArmA String:

    memoryPointLMissile = "Missile_1";
    memoryPointRMissile = "Missile_2";

memoryPoint...Rocket

ArmA String:

    memoryPointLRocket = "Rocket_1";
    memoryPointRRocket = "Rocket_2";

memoryPointsGetIn...

ArmA String:

    memoryPointsGetInCargo = "pos_cargo";
    memoryPointsGetInCoDriver = "pos_codriver";
    memoryPointsGetInCommander = "pos_commander";
    memoryPointsGetInDriver = "pos_driver";
    memoryPointsGetInGunner = "pos gunner";

memoryPointsGetIn…Dir ArmA String:

    memoryPointsGetInCargoDir = "pos_cargo_dir";
    memoryPointsGetInCoDriverDir = "pos_codriver_dir";
    memoryPointsGetInCommanderDir = "pos_commander_dir";
    memoryPointsGetInDriverDir = "pos_driver_dir";
    memoryPointsGetInGunnerDir = "pos gunner dir";

memoryPointSupply

ArmA String:

  memoryPointSupply = "supply";

memoryPointTrack...

ArmA String:

  memoryPointTrackFLL = "tyreTrack_1_1l";
  memoryPointTrackFLR = "tyreTrack_1_1r";
  memoryPointTrackBLL = "tyreTrack_1_2l";
  memoryPointTrackBLR = "tyreTrack_1_2r";
  memoryPointTrackFRL = "tyreTrack_2_1l";
  memoryPointTrackFRR = "tyreTrack_2_1r";
  memoryPointTrackBRL = "tyreTrack_2_2l";
  memoryPointTrackBRR = "tyreTrack_2_2r";

microMimics

String: Man class

This token refers to the class within the external cfgMimics class

  microMimics = Micro;

minute

part of the IndicatorWatch class

see hour

model

String: Default Value= “empty.p3d”

Location in the addon where the p3d model resides.

 model = "\AddonName\anyp3d(.p3d)"; 

Whera a class is not a visible 'object', such as a BaseClass. You can specify

 model="";

this cuts down on load and access.

Related TokenName: simulation, reversed

moves

String: Default = NoDefaultMoves

applies to the man class and refers to a cfgMoves class

  moves = CfgMovesMC; // civilian, in fact, there isn't another

N

...NightLights...

Float:

  spotableNightLightsOff = 0.05; //default
  spotableNightLightsOn = 4; //default
  visibleNightLightsOff = 0.1; //default
  visibleNightLightsOn = 0.2; //default

name

String:

   name = "motor";

Used in Hit… classes, eg HitTurret HitBody

Related TokenNames: armor (float), material, name, passThrough

nameSound

String: Default value: “Target”

Namesound is used by the AI audio to indicate verbally where to go, what 'vehicle' to attack. Thus the audio speech “move to 'rock' 3 o'clock' is derived from the nameSound.

 nameSound = "rock";

Many different nameSounds can be selected. Here are just a few.

  nameSound = crew;
  nameSound = target; 
  nameSound = tank;
  nameSound = house;

The actual descriptive text accompanying the 'sound' can be different see displayName

Typically, a collection of buildings (eg) will be configured as follows

 class GenBuilding : NonStrategic
 {
   scope=private; // internal use only
   VehicleClass="Some Editor Group Name";
   namesound="house";
 };
 class YellowBuilding: GenBuilding
 {
   scope=public;
   name="YellowBuilding";
   model="Some yellow building.p3d";
 };

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

noseDownCoef

Float: Default 1.0 used by Plane class

 noseDownCoef = 0.025; // cessna

How much the nose drops when banking.

Note: Not used in ArmA any more

nightVision

Bool: Default false

 nightVision=true;

present in lawsoldier, sniper, saboteur, tank, and air crew

Note: obsolete, not used, NVG item is used instead

noseDownCoef

Float

 noseDownCoef = 0.025;

O

...OpticsColor

Float Array : Default {0,0,0,1};

  driverOpticsColor[] = {0,0,0,1};
  gunnerOpticsColor[] =    {0.910000,0.230000,0.230000,1};
  commanderOpticsColor[] = {0.910000,0.230000,0.230000,1};

...OpticsModel

String: Default ”“

  commanderOpticsModel= "\AnyPbo\AnyP3d(.p3d)";
  driverOpticsModel = "\AnyPbo\AnyP3d(.p3d)";
  gunnerOpticsModel= "\AnyPbo\AnyP3d(.p3d)";

gunnerOpticsShowCursor

Bool

 gunnerOpticsShowCursor = true;

P

passThrough

Bool: Default true

  passThrough = 1;

Used in Hit… classes, eg HitTurret HitBody

Related TokenNames: armor (float), material, name, passThrough

picture

String: Default: iaston.paa

I think this is for briefing Information icon click

  picture = "\AnyAddon\AnyPAA(.paa)";

“Picture” is used in config.cpp to display the 128 x 64 graphic file of the unit in the HUD and the bottom of the screen while in game. A .pac file can be used also. If using a .pac make your alpha channel pink - RGB 255,0,255. Pink is invisible in .pac file.

position

String:

   position = "ohniste";
   position = "L svetlo";

See Reflectors Class, Light Class

precision

  precision = 1; //man
  precision = 200; // air
  precision = 50; //boat

preferRoads

Bool: Default false

 preferRoads = true; // all vehicles

primary

ArmA Boolean: For models that can have, (but don't necessarily do have) multiple internal objects of the same type (turrets eg). One of them, is declated the main, or primary turret. There may indeed be only one 'turret'. (Note: this entry has been replaced by the primary… entries. Please use those for your turret definitions to ensure maximal compatibility.)

   primary = true;

primary...

ArmA Boolean A vehicle can have multiple turrets, but one of them normally is the primary gunner turret and one the primary vehicle commander turret (this can be the same turret or two different turrets, but you cannot have several primary gunner or commander turrets). Please use these entries instead of the more general primary entry.

      primaryGunner = false;
      primaryObserver = true; //Commander

proxyIndex

ArmA Integer

    proxyIndex = 2;

proxyType

ArmA String

      proxyType = "CPCommander";

R

...Radius

Float:

Represents a circular area (radius in meters from centre of object for action to take place)

 getInRadius=2.5;  //default
 getInRadius=3.5;   // tank
 getInRadius=10;  //ship
 supplyRadius = 2.5; // for fuel dumps ammo trucks etc

...RotorSpeed

float: Helicopters

  mainRotorSpeed = 1.0; // default
  backRotorSpeed = 1.5; // default

  mainRotorSpeed = 1.0; // ch47d
  backRotorSpeed = -1.0;

...RotorDive

float: Helicopters, Default 0.0

  minMainRotorDive = -9; // CH47D
  maxMainRotorDive = 15;
  neutralMainRotorDive = -5;
  minBackRotorDive = -15;
  maxBackRotorDive = 9;
  neutralBackRotorDive = -5;

ReloadAnimations Class

General useage in Helicopters, this class is 'looked for' by the engine. Varions models, but normally only one, are specified as follows

 class ReloadAnimations 
 {
    class SomeThingA
    {
       ...
    };
    ...
    class SomeThingZ
    {
       ...
    };
 };

here is an example for an Mi24 helicopter

   class MachineGun30E
   {
    weapon = MachineGun30E;
    angle0 = 0;
    angle1 = -2 * 3.141592654;
    multiplier = 500;
    type = rotation;
    animPeriod = 0.500000;
    selection = gatling;
    begin = usti hlavne;
    end = konec hlavne;
   };

rotL/R

Defined within a tank.Wheels class to describe the series of small wheels on each side

   rotR[] = {kolL1,kolL2,kolL3,kolL4,kolL5,kolL6,kolL7,kolL8};
   rotL[] = {kolP1,kolP2,kolP3,kolP4,kolP5,kolP6,kolP7,kolP8};
   upDownL[] = { koloP1,podkoloP1,koloP2,podkoloP2,koloP3,podkoloP3,
                 koloP4,podkoloP4,koloP5,podkoloP5,koloP6,podkoloP6,
                 koloP7,podkoloP7,koloP8,podkoloP8
   };
   upDownR[] = { koloL1,podkoloL1,koloL2,podkoloL2,koloL3,podkoloL3,
                 koloL4,podkoloL4,koloL5,podkoloL5,koloL6,podkoloL6,
                 koloL7,podkoloL7,koloL8,podkoloL8
   };

reversed

Boolean: Default true

Normally, models ARE reversed with respect to how they present on the screen after editing with tools like oxygen (eg) This overrides the default. See model

 reversed = false; // class thing

rotor...

String: Helicopters

  rotorBig =       "vrtule_velka";    //cobra
  rotorBigBlend =  "vrtule_velka_bl";
  rotorSmall =     "vrtule_mala";
  rotorSmallBlend= "vrtule_mala_bl";

S

...Sensitivity

Float: Default 1.0 Used by Plane Class

  aileronSensitivity = 0.33; // Cessna
  elevatorSensitivity = 0.1; // Cessna
  wheelSteeringSensitivity = 1.0; // default

...Simul/Plan

float: in meters

  steerAheadSimul = 0.5; //default
  steerAheadPlan = 0.35;//default
  steerAheadSimul = 0.2; // man
  steerAheadPlan = 0.2;
  predictTurnSimul = 1.2;//default
  predictTurnPlan = 1.2;//default
  predictTurnSimul = 3;// ship
  predictTurnPlan = 3;

scope

Integer: Default value = private.

 scope = public;

Scope in concept is the same as the C++ reserved words of public, protected and private.

Defines normally exist at the top of a well written config.cpp to make meanings clearer.

 #define private    0
 #define protected  1
 #define public     2

The meaning of each is as follows

private:

Only other classes inherit this class. It is not createVehicle'able, nor can the class be accessed via the Mission Editor.

private is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed.

public:

Any classes declared public are CamCreateabale, and selectable via the Editor.

protected:

Identical to public, except the class will not be listed in the mission editor. A very common form of use for this is

 class vegetables
 {
   scope=protected;
   VehicleClass="Fruit and Onions"; // a generic group in mission editor
   displayName="Generic Vegetable";
   namesound= whatever;
   icon= "vegetableIcon.paa";
  ///   put any other common characteristics in here
 };
 class GreenOnions : vegetables
 {
    scope = public;
    displayName="Green Onion;
 }
 class PurpleOnion : vegetables
 {
    ....

The effect here is to reduce (considerably) not only the amount of typing, but memory storage too.

It is only the public classes that are listed in the Mission Editor.

So in above example while each one of these has a separate displayName=, they are ALL 'grouped' in the Editor's “Fruit and Onions”, and all of them will be referred to in the mission as “Generic Vegetable”. If you follow along, you should fully expect to see another protected class called “Generic Fruit”

In the above example, it is just as useful to declare the base class private. But, see below, and see accuracy

Protected classes are CamCreatable in the mission.sqm.

Protected classes are immensely useful to 'hide' obsolete models that are still required to maintain compatibility with older missions. Ie older missions will still be playable, but newly created ones will only 'get at' the newer improvements specified in a public class. This

 class OriginalThing
 {
   scope=protected;
   ....
   // lots of original things
   ....
 };
 class ImprovedThing : OriginalThing //<<<< inherits it all
 {
   scope=public;
   ...
   // lots of new improved things
   ...
 };

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

secondaryExplosion

Integer: Default disabled (-1)

  secondaryExplosion = -1;

sensitivity

Float: Default 1.0

  sensitivity = 0.6; //cars
  sensitivity = 2; //sniper

sensitivityEar

Float: Default 0.0075

It sets how good certain unit hears other. Higher value means given unit hears better.

  sensitivityEar = 0.13;//man

selection

selection...

ArmA String:

  selectionBackLights = "light_back";
  selectionBrakeLights = "light_brake";
  selectionFireAnim = "muzzleflash";
  selectionHRotorStill= "mainRotorStatic";
  selectionHRotorMove = "mainRotorBlurred";
  selectionVRotorStill = "tailRotorStatic";
  selectionVRotorMove = "tailRotorBlurred";
  selectionFabric = "latka";

shape

Float: This TokenName is used inside the Light Class

    shape = "koulesvetlo";

See Light Class, Reflectors Class

showgunneroptics

ArmA Boolean:

  showgunneroptics = 0;

showWeaponCargo

Boolean:Default ?

  showWeaponCargo =true;

Found inside weapon holders (ammo boxes).

sound

String: Used by animated objects (campfire eg) to give sound effect. Or, simply by ambients(wolves)

  sound = "Fire";
  sound = Fountain;
  sound = OwlSfx;

SoundEnvironExt Class

   class SoundEnvironExt {

This is a Class used within the man class. Some/None, or all sections of it can (of course) be over-ridden by inheritance.

The external class CfgManActions accesses the SoundEnvironExt class defined (or inherited) for any 'man' (soldier eg).

External class CfgManActions contains many clauses

  soundOverride=fallbody; // eg

for instances of when it wants sounds for that 'action' to take place.

thus, you can define none some or all arrays (within class with your SoundEnvironExt{}) for the following

   normalExt[] = 
   normal[] = 
   road[] =
   rock[] = 
   water[] =
   gravel[] = 
   sand[] = 
   drygrass[] = 
   grass[] = 
   forest[] = 
   mud[] = 
   wood[] = 
   metal[] = 
   snow[] = 
   hallway[] =
   fallbody[] = 
   laydown[] = 
   standup[] = 
   crawl[] =

Example

   snow[] = {
    { People\snow_L,0.000032,1 },
    { People\snow_R,0.000032,1 }};

snow is a Variable length Sound Array

see sounds[]

Sounds Various

Complex Array:

All the following use

 nameOfSound[]= {"\AddonName\AnySound(.wss)",0.000000,1,1};

wss is the default. ogg can be specified.

…Sound

 flySound[] = {"\AddonName\AnySound.wss",0.000000,1,1};
 singSound[] = {"\AddonName\SoundFile.ogg",0.031623,1,1};
 scudSound[] = {weapons\rocketflying,316.227783,0.200000};
 scudSoundElevate[] = {vehicles\gun_elevate,0.010000,1};

sound…

  soundCrash[] = {"\AnyAddon\AnySound(.wss)",0.010000,1};

default values

  soundCrash[] = {Vehicles\crash,0.316228,1};
  soundDammage[] = {"",1,1};
  soundEngine[] = {"",1,1};
  soundEnviron[] = {"",1,1};
  soundLandCrash[] = {Explosions\intoground,0.316228,1};
  soundWaterCrash[] = {Explosions\intowater,0.316228,1};
  soundGetIn[] = {Vehicles\get_in,0.000316,1};
  soundGetOut[] = {Vehicles\get_out,0.000316,1};
  soundServo[] = {Vehicles\gun_elevate,0.010000,0.500000};
  soundGear[] = {"\AnyAddon\AnySound(.wss)",0.316228,1}; //no default'
  additionalSound[] = {\AnyAddon\AnySound(.wss),0.000000,1}; // man only

sound[] used by animations

  sound[] = {"\anyPbo\AnySound(.wss)",10.000000,1};

side

Integer: Default Value: NEUTRAL.

The side, when declared, sets the 'vehicle' to east, west, resistance, civilian. The effect differs according to the 'vehicle' itself. Eg soldiers, versus hospitals or repair trucks that can only be used by same side, if specifically sided.

Well written missions (and configs) use defines at top of file to make this more legible.

 #define NO_SIDE -1
 #define EAST 0 // (Russian)
 #define WEST 1 // (Nato)
 #define RESISISTANCE 2 // Guerilla 
 #define CIVILIAN 3
 #define NEUTRAL 4
 #define ENEMY 5
 #define FRIENDLY 6
 #define LOGIC 7
 side = EAST;

NEUTRAL is the general case for all objects.

NO_SIDE is used for ambient seagulls and wolves (see sound). It differs from NEUTRAL in that the engine spends no time looking for interraction with other objects.

simulation

String: Default value: invisible.

The engine behaviour with this model.

  simulation = "SeaGull";
  simulation = "thing";
  simulation = "fire";
  simulation = "flag";
  simulation = "house";
  simulation = airplane,helicopter,tank // (eg)

Related TokenName: model

size

Float: This TokenName is used inside the Smoke class and Reflector class

   size = 0.1;

part of Reflectors class

source

ArmA String: found in animationSources

    source = "reload";
    source = "time";

sourceAddress

ArmA String: found in animationSources

    sourceAddress = "loop";

sourceSize

Float: This TokenName is used inside the Light Class

   sourceSize = 0.015;

...Speed

Float: In Kph.

  minSpeed = -0.5; //range 0->1
  maxSpeed = 80; //default
  maxSpeed = 30; //tractor
  maxSpeed = 60; //boat

scud...

String: Default ”“

  scudLaunch = scudlunch.rtm;
  scudStart = scudstart.rtm;
  scudModel = scud_strela_proxy;
  scudModelFire = scud_strela_ohen;

straightDistance

ArmA INTEGER:

 straightDistance = 50;

submerged..

Float: default 0.0

Almost all 'objects' are not submerged. This parameter is used to hide objects such as effects

  submerged = -0.5;// thing effect
  submergeSpeed = 0.25; // positive value makes it go deeper (sound goes quieter)

T

...Turn

Integers Degrees

   initTurn = 90;
   minTurn= -70;
   maxTurn = 70;

part of any Turret class (tanks eg)

seegun

TokenNames Embedded

see Embedded ClassNames

turning ArmA Boolean: (i think)

 turning = 1;

turnCoef Float: Default 2.0

  turnCoef = 6.0; // truck
  turnCoef = 9.0; // tractor

terrainCoef

Float: Default 3.0

   terrainCoef = 6.0; //skoda

threat

float Array: Default Value {0.700000,0.500000,0.300000};

How threatening you are to unit types {Soft, Armor, Air}, respectively.

The ai for this model selects targets of opportunity, based on these values.

  threat[] = {1,0.0500000,0.050000}; // soldier
  threat[] = {1,0.900000,0.100000}; // law soldier
  threat[] = {0.900000,0.700000,0.300000}; // bmp

Related TokenNames: type, cost, threat

timeToLive

Float: Default 10,000,000,000.0; seconds? <code> timeToLive = 20; thing effects (bullets)

timeToLive = 100000002004087730000.0;// campfire

</code>

See Smoke Class

transport...

transportAmmo
Integer: Used by supply 'vehicles' to determine total amount avaialable for entire mission. Once depleted…

A 'vehicle' in this case can be a genuine repair truck, or, a building.

   transportAmmo = 300000;  // reammo truck
   transportAmmo = 10000000;// bigship
   transportFuel = 3000;        //refueltruck
   transportRepair = 200000000; //repairtruck

transportMax…
Integer: default 0

  transportMaxMagazines = 50; //car
  transportMaxWeapons = 10;
  transportMaxMagazines = 5; // motorcyle
  transportMaxWeapons = 0;
  transportMaxMagazines = 50; // tank
  transportMaxWeapons = 10;
  transportMaxMagazines = 20; //air
  transportMaxWeapons = 3;
  transportMaxMagazines = 100; // boat
  transportMaxWeapons = 20;
  transportMaxMagazines = 500; //ship
  transportMaxWeapons = 200;
  transportMaxMagazines = 200; // truck
  transportMaxWeapons = 50;
  transportMaxMagazines = 100; // apc
  transportMaxWeapons = 20;
  transportMaxMagazines = 200; // helicpter
  transportMaxWeapons = 50;
  transportMaxWeapons = 500; // ammo boxes
  transportMaxMagazines = 2000;

Values vary depending on exact tupe of 'boat' eg.

These TokenNames ate used to indicate how many units of each type an object can hold. Most objects can't hold anything.

transportSoldier
Integer: Default Value= 0.

Number of 'passengers' this vehicle can carry. The value does not include the driver, nor any vehicle positions such as gunner (if any) or commander(if any). See the JeepMg below for a 3 person vehicle which can only transport ONE soldier.

  transportSoldier = 3;     //jeep/car
  transportSoldier = 50;    //large ship
  transportSoldier = 6to10; //SmallShip 
  transportSoldier = 3;     //a10
  transportSoldier = 8to12; //helicopters
  transportSoldier = 2or3;  //ambulance
  transportSoldier = 8;     //apc/bmp
  transportSoldier = 12;    //truck
  transportSoldier = 1;     //jeepmg
  transportSoldier = 1or2;  //repair type truck

to make the game 'interesting', similar vehicles on different sides, can carry non equivalent numbers.

transportVehiclesCount

Integer : default 0

 transportVehiclesCount = 15; // a Carrier (big ship)

TransportMagazines Class

transportVehiclesMass

Integer: Default 0

   transportVehiclesMass = 0; // not used by any model

TransportWeapons Class

turretAxis

String:

 turretAxis = OsaVeze;

see Turret Class

type (threat)

Integer: Default Value: Armored

This indicates the threat type of the 'vehicle'.

In well written configs, the 3 possible values are declared as defines at top of file for legibility

 #define VSoft 0
 #define VArmor 1
 #define VAir 2
  type = VAir;

Vehicles (and buildings) are armoured, humans are 'soft' and aircraft (obviously) are air

Related TokenNames: type, cost, threat

type (animation)

old Unknown: Default Value: rotation

This appears in the ReloadAnimations class

   type = rotation;

typicalCargo

Variable String Array:Preloads vehicle with units (if auto)

This array can have zero or more strings.

  typicalCargo[] = {"Soldier","Soldier","SoldierLAW","SoldierLAW"};

Note that these are ClassNames of soldiers.

U

...UsesPilotView

Bool: : Default false

 gunnerUsesPilotView = false; // some choppers (mi17)
 commanderUsesPilotView = true;

unitInfoType

String

  unitInfoType = "UnitInfoSoldier";

Certain 'vehicles' hide this information.

see hideUnitInfo

unloadInCombat

bool: default true

 unloadInCombat = false;

All true vehicles will cause ai to disembark when in combat.

upDownL/R

wheels class see rotL/R

V

vehicleClass

String: Default Value= “Objects”

Used for Mission Editor basic category selection

  vehicleClass = "Air";
  vehicleClass = "Support";
  vehicleClass = "My Great Addon";

Related TokenNames scope, accuracy, displayName vehicleClass nameSound camouflage

vehicleClass[]

String Array:

vehicleClass[] = {Men,Car,Armored,Air,Support,Camera,Objects,Ammo,Sounds,Mines};

view...Shadow

ArmA Boolean:

   viewCargoShadow = true;
   viewGunnerShadow = true;

viewGunnerInExternal

Boolean: default false

    viewGunnerInExternal = true; // for some turrets and M113

W

weapon

String:

    weapon = "M197";

Selects a weapon from the CfgWeapons class

weapons

Variable String Array: default {};

Weaopns and Magazines contain individual description of what a 'vehicle' IS carrying.

  weapons[] = {"FFARLauncher","TwinM134"};// an aircaft
  weapons[] = {CarHorn};// truck
  weapons[] = {M21,LAWLauncher,Throw,Put}; // soldier
  magazines[] = {M21,M21,M21,M21,HandGrenade,HandGrenade,LAWLauncher};

The amount of weapons (and magazines) that can be carried by the 'man' is deternmined by weaponSlots

The names M21, Carhorn etc are external references to the cfgWeapons / cfgMagazines classes

weaponSlots

Integer:

Weaponslots apply to man class (soldier, civilian, etc)

It indicates the 'gear' capacity.

 Soldier: 1 + 4 +  12*256 + 2*4096 + 2 + 8*16; // all soldiers/civilians
 Medic  : 1 + 4	+  8*256 + 2*4096 + 2 + 4*16;
 weaponSlots = ;
    1 = primary weapon
    2 = handgun slot
    4 = secondary weapon (launcher)
   16 = handgun magazines (8x)(or grenades for M203/GP-25)
  256 = magazine slots (12x / 8x for medics)
 4096 = goggle slot (2x)

wheelCircumference

Float Default 2.513 meters

  wheelCircumference = 8; // tractor

wounds

string Array:

  wounds[] = {xicht_a.paa,xicht_a_zranen,...};

this token is used in the man class to show a series of pac/paa files depending on damaged state of the body.

ofp/modeling/cfgvehicles_configref.1186349036.txt.gz · Last modified: 2007-08-05 21:23 by snakeman