---
name: "CfgMoves Config Reference"
type: topic
source: https://community.bistudio.com/wiki/CfgMoves_Config_Reference
revid: 376218
updated: 2025-09-18T19:21:29Z
---

# CfgMoves Config Reference

### Introduction

***cfgMoves*** is the nerve center of all skeletal character animation. The animation of human characters that is - not the simple, procedural animation of objects (*e.g.* raising/lowering a barrier, opening/closing of an aircraft canopy).

*cfgMoves* has two major sections: *Actions* and *States*.

#### Actions

It is where the character animation [state machine](https://en.wikipedia.org/wiki/State_machine) is set up. It's a bit confusing that BI called the animation state handler "*Actions*", and the actions are called "*States*", but this is what it is.

What this thing does, is configure all the possible animation states (*e.g.* standing upright with a rifle, kneeling with a pistol, parachuting), and define for each of them which animations can be played in and from that given state.

For instance, from the kneeling with a pistol state (*PistolKneelActions*), you cannot directly go into crawling forward on your stomach with a rifle (even if you have a rifle). First you would have to holster the pistol and grab your rifle, then lie down, or viceversa. Similarly, if you're prone (whether unarmed, or armed with a pistol or rifle), you cannot salute - first you'd have to stand up.

What animation can or cannot be played, in what situation, is set up here in *Actions*. Player input (key presses, clicks) are then directed to this state machine, which interprets them and decides what action/animation the avatar will perform next, according to these rules. Same rules apply to *AI* players.

#### States

In this section, each animation file (*[RTM](../topics/Rtm_~28Animation~29_File_Format.md)*) has a corresponding entry. Animation properties, such as playback speed, interpolation rules, blending times, collision shapes to use during animation, etc.., are configured here.

These animations are the ones referenced in the *Actions* section above. While *Actions* represents a complex graph, *States* is more like a list of items, even though some rules are also set up here (see the *ConnectTo[]* and *InterpolateTo[]* properties).

***cfgGestures*** is similar to *States*, it holds the bone-masked or layered animations introduced in Arma 2. Welcome to reloading-while-running.

#### Namespace of anim classes and files

`A...P...M...S...W...D[_A...P...M...S...W...D][_Comment]`

**A**: Description of the animation type, *i.e.*: `mov` for movement, `cts` for cutscene

**P**: Stance: `erc` for erected, `knl` for kneel, `pne` for prone

**M**: Speed of animation: `stp` for stopped, `wlk` for walk, `run` for running, `eva` for evasive

**S**: Weapon holding: `low` for lowered, `ras` for raised

**W**: Weapon: `non` for unarmed, `pst` for pistol, `lnr` for launcher, `rfl` for rifle.

**D**: Direction of movement: `non` for no direction, `f` for forward, etc.

If there is a second movement definition named `[_A...P...M...S...W...D]` after the first one, the animation is a transition from the first animation to the second.

`[_Comment]: additional comments`, if required.

Example: `AmovPpneMstpSnonWnonDnon` means: *Movement - Prone - Stopped - civil (no weapon) - no direction (due to being static)*.

### Alphabetical Order

#### A

##### access

**Type:** Integer

**Description:** See *[access (CfgVehicles)](../topics/CfgVehicles_Config_Reference.md#access)*.

```cpp
access = 3;
```

##### actions

**Type:** String

**Description:** Sets the action class/group to which this state belongs to.

```cpp
actions = "PistolStandActionsRunR";
actions = "RifleStandActions";
actions = "InjuredManActionsnon_norot";
actions = "SitActions";
```

##### aiming

**Type:** String

**Description:** This property references **BlendAnims** class entries to use when aiming up/down. These are sets of *named selections*, with weights associated to them, defining how much should the bodyparts move while aiming.

Notice how for instance *[aimingDefault\[\]](../topics/CfgMoves_Config_Reference.md#aimingdefault)* sets up increasing weights for bones: Spine `(0.3)`, Spine1 `(0.4)`, Spine2 `(0.5)`, Spine3/Head/Neck `(0.6)`, shoulders and upper arms `(0.8)` and finally forearms, hands and weapons `(1)`. This makes for a smooth arching of the body while aiming.

```cpp
aiming = "empty";
aiming = "aimingDefault";
aiming = "aimingNo";
aiming = "aimingCivil";
aiming = "aimingLying";
aiming = "aimingPistol";
aiming = "aimingLauncher";
```

##### aimingDefault[]

**Type:** Array

**Description:** *BlendAnims* array, see *[aiming](../topics/CfgMoves_Config_Reference.md#aiming)* above.

```cpp
aimingDefault[] = {"head", 0.6, "neck1", 0.6, "neck", 0.6, "weapon", 1, "launcher", 1, "LeftShoulder", 0.8, "LeftArm", 0.8, "LeftArmRoll", 1,
    "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1,
    "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1,
    "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 0.8, "RightArm", 0.8,
    "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1,
    "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1,
    "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1,
    "RightHandThumb3", 1, "Spine", 0.3, "Spine1", 0.4, "Spine2", 0.5, "Spine3", 0.6};
aimingDefault[] = {};
```

##### aimingNo[]

**Type:** Array

**Description:** *BlendAnims* array, see *[aiming](../topics/CfgMoves_Config_Reference.md#aiming)* above.

```cpp
aimingNo[] = {};
```

##### aimPrecision

**Type:** Float

**Description:** Probably goes into accuracy calculations when firing a weapon; the higher the value, the less accurate aiming becomes.

Wounded `>1`, firing upright animations are mostly `1`, kneeling is `0.5`, and prone values are even lower.

```cpp
aimPrecision = 5;        // Carrying a wounded soldier on your back
aimPrecision = 2;        // Injured, cannot stand up
aimPrecision = 1;        // Standing upright
aimPrecision = 0.5;        // Crouched
aimPrecision = 0.3;        // Prone
aimPrecision = 0.15;    // Walking slowly while looking down the sights
```

#### B

##### binocOff

**Type:** String

**Description:** Found in *Actions* together with *binocOn*. They define which state is used for bringing up and putting away binoculars.

```cpp
binocOff = "";
binocOff = "AmovPercMstpSrasWrflDnon";
binocOff = "AmovPknlMstpSrasWrflDnon";
binocOff = "AmovPercMstpSrasWrflDnon";
binocOff = "AmovPpneMstpSrasWrflDnon";
```

##### binocOn

**Type:** String

```cpp
binocOn = "";    // No binocs while lying on the ground injured
binocOn = "AwopPknlMstpSoptWbinDnon_rfl";
binocOn = "AwopPercMstpSoptWbinDnon_rfl";
binocOn = "AwopPknlMstpSoptWbinDnon_pst";
binocOn = "AwopPpneMstpSoptWbinDnon_rfl";
```

##### boundingSphere

**Type:** Float / Boolean

**Description:** Probably obsolescent, used for character collision detection. For more accurate collision models use *collisionShape* & Co. Still used in Arma 2 for cutscene animations. Sphere collision probably much cheaper than anything else.

```cpp
boundingSphere = true;
boundingSphere = 1;
boundingSphere = 1.5;
boundingSphere = 8;
boundingSphere = 35;
```

#### C

##### CanNotMove

**Type:** String

**Description:** Found in *Actions*.

```cpp
CanNotMove = "AmovPpneMstpSrasWrflDnon";
```

##### canPullTrigger

**Type:** Boolean

**Description:** Self explanatory. While in that animation, the player can fire it is weapon, but his trigger finger will remain extended. The little "finger squeezing the trigger" animation won't play.

```cpp
canPullTrigger = 1;
```

##### Civil

**Type:** String

**Description:** Found in *Actions*, defines what happens to a soldier if he were to lose his weapons and become unarmed.

```cpp
Civil = "AmovPercMstpSnonWnonDnon";
Civil = "AmovPercMstpSnonWnonDnon_gear";
```

##### CivilLying

**Type:** String

**Description:** Found in *Actions*.

```cpp
CivilLying = "AmovPpneMstpSnonWnonDnon";
```

##### collisionGeomCompPattern[]

**Type:** Array

```cpp
collisionGeomCompPattern[] = {1,3,6};
```

##### collisionShape

**Type:** String

**Description:** Found in *States*. Path to the collision model to be used during the animation, a special *P3D* file with only a *Geometry LOD* in it. Having "axis" selection point in ``Memory LOD`` of this shape will make unit rotate around this point instead of their entity center.

```cpp
collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Sstanistat_safe_geom.p3d";
collisionShape = "ca\Anims\Characters\data\Geom\Sdr\geom_Adth.p3d";
```

##### collisionShapeSafe

**Type:** String

```cpp
collisionShapeSafe = "ca\Anims\Characters\data\Geom\Sdr\sbeh45l_safe_geom.p3d";
```

##### collisionVertexPattern[]

**Type:** Array

**Description:** Possibly some internal requirement of the collision detection algorithm. The strings represent individual vertices (named selections in the *P3D*).

```cpp
collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c"};
collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "9a", "10a", "11a", "12a", "13a",
    "14a", "15a", "16a", "17a", "18a", "19a", "20a", "21a", "22a", "23a", "24a", "25a", "26a", "27a", "28a",
    "29a", "30a", "31a", "32a", "33a", "34a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c"};
```

##### Combat

**Type:** String

**Description:** Found in *Actions*.

```cpp
Combat = "AmovPknlMstpSrasWrflDnon";
```

##### connectAs

**Type:** String

**Description:** Found in *States*; Not used in Arma 2:OA anymore.

```cpp
connectAs = "";
```

##### connectFrom[]

**Type:** Array

**Description:** Found in *States*; Not used in Arma 2:OA anymore.

```cpp
connectFrom[] = {};
connectFrom[] = {"TestSurrender", 0.9, "AdthPercMstpSlowWrflDnon_1", 0.9};
```

##### connectTo[]

**Type:** Array

**Description:** Found in *States*. Defines edges in the animation graph, i.e. which animations can follow this one, once it finishes. The first pose of all animations from *connectTo* should be identical to the last pose of the current animation, otherwise see *interpolateTo*. The numeric value specifies the cost of the transition.

```cpp
//AinvPknlMstpSnonWnonDnon_medic0S
ConnectTo[] = {"AinvPknlMstpSnonWnonDnon_medic", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic0", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic1", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic2", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic3", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic4", 0.01,
    "AinvPknlMstpSnonWnonDnon_medic5", 0.01};
//BasicDriver
ConnectTo[] = {"BasicDriverDying", 1.0};
connectTo[] = {"TestSurrender", 0.9, "AdthPercMstpSlowWrflDnon_1", 0.9};
```

##### Crouch

**Type:** String

**Description:** Found in *Actions*, defines what happens when the *AI* crouch. There's also *PlayerCrouch*, which makes different crouching animations possible for players as opposed to *AI*.

```cpp
Crouch = "AmovPknlMstpSnonWnonDnon";
```

#### D

##### default

**Type:** String

**Description:** Found in *Actions*, defines the default state for an action.

```cpp
default = "LadderRifleStatic";
```

##### die

**Type:** String

**Description:** Found in *Actions*, defines what animation/state is called when the character dies.

```cpp
die = "AdthPercMstpSlowWrflDnon_r05";
die = "DeadState";
```

##### disableWeapons

**Type:** Boolean

**Description:** Found in *States*, and unlike *canPullTrigger*, it can prohibit the character from firing his weapon.

```cpp
disableWeapons = 1;
```

##### disableWeaponsLong

**Type:** Boolean

**Description:** Found in *States*, and apparently the only time *disableWeaponsLong* differs from *disableWeapons* is when the weapon is lowered (Ctrl doubletap).

```cpp
//AmovPercMstpSlowWrflDnon
disableWeapons = false;
disableWeaponsLong = true;
// or
disableWeaponsLong = 1;
```

##### down

**Type:** String

**Description:** Found in *Actions*, tells what animation to play when hitting the "*Go prone*" key.

```cpp
//class RifleBaseStandActions
down = "AmovPpneMstpSrasWrflDnon";
//class RifleProneActions
down = "AmovPercMstpSrasWrflDnon";
//??

down = "LadderRifleDownLoop";
```

##### duty

**Type:** Float

**Description:** Duty used to mean some mandatory states/actions the character had to reach, before being able to perform a certain animation. Not sure about what this does in ArmA anymore, if anything.

```cpp
//OFP config
#define RunDuty -0.5
#define WalkDuty -0.7
#define RestDuty -1
#define CrawlDuty -0.0
#define SprintDuty 0.6

duty = -1;
duty = -0.7;
duty = -0.5;
duty = -0.4;
duty = 0.1;
duty = 0.2;
duty = 0.25;
duty = 0.3;
duty = 0.4;
duty = 0.5;
duty = 0.6;
duty = 2;
```

#### E

##### enableAutoActions

**Type:** Boolean

**Description:** Found in *States*. In Arma 2 there's a single occurrence of it being *true*: `class TestDance`.

```cpp
enableAutoActions = 1;
```

##### enableBinocular

**Type:** Boolean

**Description:** Found in *States*, defines whether the character can use binoculars or not.

```cpp
enableBinocular = 1;

enableBinocular = false;    // class CutSceneAnimationBase
enableBinocular = false;    // class AmovPercMrunSnonWbinDf_rfl
enableBinocular = true;        // class AwopPknlMstpSoptWbinDnon_rfl
```

##### enableMissile

**Type:** Boolean

**Description:** Found in *States*, similar to *disableWeapons*. It enables/disables the firing of shoulder launched rockets (*RPGs, MANPADS*).

```cpp
enableMissile = true; //class AidlPercMstpSrasWlnrDnon_player_idleSteady01

enableMissile = 1;
```

##### enableOptics

**Type:** Boolean

**Description:** Found in *States*, enables/disables looking down the weapon sights.

```cpp
enableOptics = 1;
```

##### equivalentTo

**Type:** String

**Description:** Found in *States*, not sure what it does. The animation class is mostly *equivalentTo* another one, and oddly, sometimes to itself. Popular with healing, death, idle and cutscene animations.

```cpp
equivalentTo = "";

class AdthPercMstpSrasWrflDnon_1 : AdthPercMstpSlowWrflDnon_1 {
    file = "\ca\Anims\Characters\data\Anim\Sdr\Dth\Erc\stp\ras\Rfl\AdthPercMstpSrasWrflDnon_1";
    speed = 0.72;
    equivalentTo = "AdthPercMstpSrasWrflDnon_1";
    ...
};

equivalentTo = "AmovPsitMstpSlowWrflDnon";
```

##### EvasiveBack

**Type:** String

**Description:** Found in *Actions*, along with *EvasiveForward*, `-Left` and `-Right`. They point to the possible evasive animations that can be triggered.

```cpp
EvasiveBack = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb";
```

##### EvasiveForward

**Type:** String

**Description:** See *[EvasiveBack](../topics/CfgMoves_Config_Reference.md#evasiveback)*.

```cpp
EvasiveForward = "AmovPercMevaSlowWlnrDf";
```

##### EvasiveLeft

**Type:** String

**Description:** See *[EvasiveBack](../topics/CfgMoves_Config_Reference.md#evasiveback)*.

```cpp
EvasiveLeft = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl";
```

##### EvasiveRight

**Type:** String

**Description:** See *[EvasiveBack](../topics/CfgMoves_Config_Reference.md#evasiveback)*.

```cpp
EvasiveRight = "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr";
```

#### F

##### fast..

**Type:** String

**Description:** Found in *Actions*, *[walk..](../topics/CfgMoves_Config_Reference.md#walk)* defines the walking animations, *[slow..](../topics/CfgMoves_Config_Reference.md#slow)* defines the running/jogging and *[fast..](../topics/CfgMoves_Config_Reference.md#fast)* the sprinting animations.

The suffixes mean the following: **B** (backward), **F** (forward), **L** (left strafe), **R** (right strafe) and a combination of these: **RF** (45 deg. strafe), **RB** (135 deg. strafe), **LB** (225 deg. strafe) and **LF** (315 deg. strafe).

```cpp
fastB = "AswmPercMstpSnonWnonDnon";
fastB = "AmovPercMrunSrasWrflDb";
fastF = "AswmPercMsprSnonWnonDf";
fastL = "AswmPercMstpSnonWnonDnon";
fastLB = "AswmPercMstpSnonWnonDnon";
fastLF = "AswmPercMsprSnonWnonDf";
fastR = "AswmPercMstpSnonWnonDnon";
fastRB = "AswmPercMstpSnonWnonDnon";
fastRF = "AswmPercMsprSnonWnonDf";
```

##### file

**Type:** String

**Description:** Found in *States*, points to the *[RTM](../topics/Rtm_~28Animation~29_File_Format.md)* animation file.

```cpp
file = "\ca\Anims\Characters\data\Anim\Wmn\cts\erc\stp\non\non\ActsPercMstpSnonWnonDnon_MarianQ_shot5.rtm";
```

##### FireNotPossible

**Type:** String

**Description:** Found in *Actions*.

```cpp
FireNotPossible = "AmovPpneMstpSrasWrflDnon";
```

#### G

##### getInCar

**Type:** String

**Description:** *getInCar* and *getOutCar* are found in *Actions*; they define what animations to call when getting into/out of a car. Similar to *getInTank*/*getOutTank*.

None of these are really used in the Arma 2 config anymore (one exception: class *LauncherKneelActions*). Instead, *getInHigh, -Medium* and *-Low* are used with their respective *getOuts*. Assigning the different *getIn* actions for each vehicle is done in *[CfgVehicles](../topics/CfgVehicles_Config_Reference.md#action)*.

```cpp
getInAction = "GetInCar"; //CfgVehicles

getInCar = "AmovPknlMstpSrasWrflDnon";
```

##### GetInHigh

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";
```

##### GetInLow

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";
```

##### GetInMedium

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";
```

##### getInTank

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
getInTank = "AmovPknlMstpSrasWrflDnon";
```

##### getOutCar

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
getOutCar = "AmovPknlMstpSrasWrflDnon";
```

##### GetOutHigh

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh";
```

##### GetOutLow

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow";
```

##### GetOutMedium

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium";
```

##### getOutTank

**Type:** String

**Description:** See *[getInCar](../topics/CfgMoves_Config_Reference.md#getincar)*.

```cpp
getOutTank = "AmovPknlMstpSrasWrflDnon";
```

#### H

##### handGunOn

**Type:** String

**Description:** Found in *Actions*, points to the animation to transition to, when the character draws it is pistol. It is not the transition animation itself, where the character brings up the pistol (and puts away his rifle/launcher if he had any), but the end result of that: character standing, aiming with the pistol.

```cpp
handGunOn = "AmovPercMstpSrasWpstDnon"; //class RifleBaseLowStandActions

handGunOn = "AmovPpneMstpSrasWrflDnon";
```

##### hasCollShapeSafe

**Type:** Boolean

```cpp
hasCollShapeSafe = 0;
```

##### head

**Type:** String

**Description:** Found in *States*, references *BlendAnims* class entries. Permits/forbids the character to rotate his head freely. Similar in functionality to *[aiming](../topics/CfgMoves_Config_Reference.md#aiming)*.

```cpp
head = "headDefault";    // class Default
head = "headNo";        // class CutSceneAnimationBase
head = "empty";            // class HaloFreeFall_non
```

##### headDefault[]

**Type:** Array

**Description:** Found in class *BlendAnims*, defines a set of bones, with weights associated to each of them.

```cpp
headDefault[] = {"head", 1, "neck1", 0.5, "neck", 0.5};

headDefault[] = {};
```

##### headNo[]

**Type:** Array

**Description:** Found in class *BlendAnims*, always an empty array. Serves for disabling free head movement (independent of the *[RTM](../topics/Rtm_~28Animation~29_File_Format.md)* animation).

```cpp
headNo[] = {};
```

##### headBobMode

**Type:** Number

**Description**

Valid values

```cpp
HeadBobUndef = 0
HeadBobRaw = 1
HeadBobBeginEnd = 2
HeadBobAverageFrame = 3
HeadBobStraightHorizon = 4
HeadBobCutScene = 5
```

```cpp
headBobMode = 5; // Cutscene
```

#### I

##### interpolateFrom[]

**Type:** Array

**Description:** Found in *States*, used together with *interpolateTo* for setting up two-way interpolation rules. *interpolateFrom[]* however, seems to have fallen in disuse.

```cpp
interpolateFrom[] = {"TestSurrender", 0.9, "AdthPercMstpSlowWrflDnon_1", 0.9};
```

##### interpolateTo[]

**Type:** Array

**Description:** Found in *States*; defines edges in the animation graph which should be interpolated immediately instead of connected at the end of this animation. As with connectTo, the numeric value specifies the cost of the transition.

Typically, animations will play to the end, then another animation will be played. Sometimes though, it is important to be able to just cut the current animation short, and immediately change to a different animation.

A good example would be death animations: if the character is half way through "eating a kebab" animation and the kebab explodes in his face, he won't continue munching. Instead he will play a death animation and fall to the ground right away.

To make the cut between the two animation less visually jarring, a couple of frames of transition/interpolation is provided.

```cpp
interpolateTo[] = {
    "AinvPknlMstpSlayWrflDnon", 0.01,
    "AinvPknlMstpSlayWrflDnon_1", 0.01,
    "AinvPknlMstpSnonWnonDnon_1", 0.01,
    "AinvPknlMstpSnonWnonDnon_2", 0.01,
    "AinvPknlMstpSnonWnonDnon_3", 0.01,
    "AinvPknlMstpSnonWnonDnon_4", 0.01,
    "AdthPknlMstpSnonWnonDnon_inventory", 0.1
};
```

##### interpolateWith[]

**Type:** Array

**Description:** Found in *States*, disused.

```cpp
interpolateWith[] = {"BasicDriver", 0.02};
```

##### interpolationRestart

**Type:** Boolean

**Description:** Found in *States*, true mostly for transition animations.

```cpp
interpolationRestart = false;    // Default
interpolationRestart = true;    // DefaultDie
interpolationRestart = 2;
```

##### interpolationSpeed

**Type:** Float

**Description:** Found in *States*.

```cpp
interpolationSpeed = 200;    // AidlPercMstpSrasWrflDnon_aiming01, AdthPercMstpSrasWrflDnon_rS0
interpolationSpeed = 30.5;    // AmovPercMstpSlowWrflDnon_player_idleSteady01
interpolationSpeed = 6;        // Default
interpolationSpeed = 0.5;    // AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2
interpolationSpeed = 0.1;    // AinjPfalMstpSnonWrflDnon_carried_Up
```

#### J

##### JumpOff

**Type:** String

**Description:** Found in *Actions*, disused.

```cpp
JumpOff = "";
```

#### L

##### ladderOff

**Type:** String

**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder.

```cpp
ladderOff = "AmovPercMstpSnonWnonDnon";
```

##### ladderOffBottom

**Type:** String

**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the bottom of it.

```cpp
ladderOffBottom = "LadderRifleDownOff";
```

##### ladderOffTop

**Type:** String

**Description:** Found in *States*, defines what animation to switch to when letting go of the ladder, having reached the top of it.

```cpp
ladderOffTop = "LadderRifleTopOff";
```

##### ladderOnDown

**Type:** String

**Description:** Found in *States*, defines what animation to switch to when getting onto the bottom of the ladder.

```cpp
ladderOnDown = "LadderRifleOn";
```

##### ladderOnUp

**Type:** String

**Description:** Found in *States*, defines what animation to switch to when getting onto the top of the ladder.

```cpp
ladderOnUp = "LadderRifleOn";
```

##### leaning

**Type:** String

**Description:** Found in both *Actions* and *States*, references *BlendAnims* class entries. Defines how much each bone/bodypart should be influenced when leaning.

Leaning, similar to aiming, is not an animation played back from a file. It's procedural, if you will, and so needs extra setting up in the config to look it is best.

```cpp
leaning = "leaningDefault";        // Default
leaning = "aimingLying";        // AmovPpneMstpSrasWrflDnon_injured
leaning = "empty";                // class AmovPpneMrunSlowWrflDf - disables leaning while prone
```

##### leaningCorrectionAngleBeg

**Type:** Float

**Description:** Not used in Arma 2, appearing only once in ArmA config, where both *leaningCorrectionAngleBeg* and *leaningCorrectionAngleEnd* are zero.

```cpp
leaningCorrectionAngleBeg = 0;
leaningCorrectionAngleEnd = 0;
```

##### leaningFactorBeg

**Type:** Float

**Description:** Found in *States*, *leaningFactorBeg* sets how much influence leaning has at the start of an animation, while *leaningFactorEnd* takes care of the end. If the two values differ, leaning is blended in or out during the animation.

```cpp
leaningFactorBeg = 1;        // StandBase
leaningFactorEnd = 1;

leaningFactorBeg = 0;        // SprintBaseDf
leaningFactorEnd = 0;

leaningFactorBeg = 0.5;        // AmovPknlMstpSrasWlnrDnon - limited (half) leaning with launcher
leaningFactorEnd = 0.5;

leaningFactorBeg = 0.75;    // AmovPercMwlkSlowWrflDf - limited leaning while walking with rifle raised
leaningFactorEnd = 0.75;

leaningFactorBeg = 1;        // amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon
leaningFactorEnd = 0.5;

leaningFactorBeg = 1;        // AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon
leaningFactorEnd = 0;        // -transition betwen a state with full leaning to one where leaning is forbidden-
```

##### leaningFactorEnd

**Type:** Float

**Description:** See above.

```cpp
leaningFactorEnd = 0.75;
```

##### leaningFactorZeroPoint

**Type:** Float

**Description:** Appears only once in both ArmA & Arma 2, no variation across *States* or *Actions*.

```cpp
leaningFactorZeroPoint = -1;
```

##### leanLRot

**Type:** Float

**Description:** Found in *Actions*, sets the amount of lean possible and the angle of leaning.

With a value of `1`, the character will lean about `70` degrees off vertical, looking like it just broke it is back, so the more reasonable amount to lean is about half of that. Doctor's orders.

```cpp
leanLRot = 0;        // NoActions, RifleProneActions
leanLRot = 0.5;        // RifleBaseLowStandActions
leanLRot = 0.57;    // CivilStandActions
```

##### leanLShift

**Type:** Float

**Description:** Found in *Actions*. In addition to tilting the upper body during leaning, it is also possible to move it into the lean.

Typical values are very small, anything else will produce excessive deformations of the model.

```cpp
leanLShift = 0;        // class RifleProneActions
leanLShift = 0.01;    // class RifleBaseLowStandActions
leanLShift = 0.07;    // class CivilStandActions
```

##### leanRRot

**Type:** Float

**Description:** See [leanLRot](../topics/CfgMoves_Config_Reference.md#leanlrot).

```cpp
leanRRot = 0.57;
```

##### leanRShift

**Type:** Float

**Description:** See [leanLShift](../topics/CfgMoves_Config_Reference.md#leanlshift).

```cpp
leanRShift = 0.01;
```

##### leftHandIKBeg

**Type:** Boolean

**Description:** Found in *States*, appeared in ArmA, complemented/superseded in Arma 2 by *leftHandIKCurve[]*.

These properties set whether at the beginning and end of the animation, *IKs* for both arms are enabled or not.

*left/right-HandIKCurve[]* allows for a more complex and detailed control of *FK/IK* (see below for more details) blending.

Typical uses:

```cpp
leftHandIKBeg = true;
leftHandIKCurve[] = {1};
leftHandIKEnd = true;

leftHandIKBeg = false;
leftHandIKCurve[] = {};
leftHandIKEnd = false;

leftHandIKBeg = false;
leftHandIKCurve[] = {0, 1, 0.075, 0, 0.725, 0, 0.8, 1};
leftHandIKEnd = false;

leftHandIKBeg = false;
leftHandIKCurve[] = {0.05, 1, 0.125, 0, 0.6, 0, 0.675, 1};
leftHandIKEnd = true;
```

##### leftHandIKEnd

**Type:** Boolean

**Description:** See above.

```cpp
leftHandIKEnd = 0;
```

##### leftHandIKCurve

**Type:** Array

**Description:** As the name suggests, this array describes the curve controlling [FK](https://en.wikipedia.org/wiki/Forward_kinematics)/[IK](https://en.wikipedia.org/wiki/Inverse_kinematics) blending on the left arm.

Every pair of values describe a 2D point, with the first number representing *time* (horizontal) and the second being the *weight* (vertical).

*Time* ranges from `0-1`, where `0` is animation start, `0.5` is half way, and `1` the end.

*Weight* also ranges from `0-1`, where `0` means animation is taken from *RTM* file (*FK*) and *IK* is disabled, `0.6` meaning a `40%` blend of *FK* and `60%` *IK*, and `1` is `100%` *IK*.

Let me interpret the last example below (the long one). The curve has 4 points `[0, 1], [0.05, 0], [0.95, 0]` and `[1, 1]`. When the animation starts playing, the *IK* takes full effect, but is gradually disabled by point `#2`. It stays disabled until point `#3` towards the end, when it is *weight* starts climbing again. At the end, at point `#4`, the *IK* is fully on again, overriding all *FK*.

```cpp
leftHandIKCurve[] = {};                                    // IK OFF.
leftHandIKCurve[] = {1};                                // IK fully ON.
leftHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.
leftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};        // IK ON at start, but soon disabled. Re-enabled towards the end.
```

##### legs

**Type:** String

**Description:** Found in *States*, references *BlendAnims* class entries. Used for deforming the character on sloping surfaces (hillside, stairs, etc..).

Most of the *[RTM](../topics/Rtm_~28Animation~29_File_Format.md)* animations have been recorded in a motion capture studio, on a perfectly flat floor. When standing on a slope, the character would normally have one foot sinking into the ground, while the other would be hanging in the air. So BI devised this system for deforming the bodyparts that have contact with the ground.

When standing upright, it is just the legs. When prone, it is most, if not the whole body. Like everything else in *BlendAnims*, it is a list of bones, with weights (amount of influence) associated.

```cpp
legs = "legsDefault";        // Deafault
legs = "legsNo";            // DefaultDie
legs = "legsLyingAiming";    // AmovPpneMstpSrasWrflDnon_injured
legs = "Wholebody";            // AmovPpneMstpSnonWnonDnon
legs = "empty";                // HaloFreeFall_non
```

##### legsDefault[]

**Type:** Array

**Description:** *BlendAnims* class entry. See above.

```cpp
legsDefault[] = {"LeftUpLeg", 0.9, "LeftUpLegRoll", 0.9, "LeftLeg", 0.95, "LeftLegRoll", 0.95, "LeftFoot", 1, "LeftToeBase", 1,
    "RightUpLeg", 0.9, "RightUpLegRoll", 0.9, "RightLeg", 0.95, "RightLegRoll", 0.95, "RightFoot", 1, "RightToeBase", 1};
```

##### legsNo[]

**Type:** Array

**Description:** Always empty *BlendAnims* class entry, see *[legs](../topics/CfgMoves_Config_Reference.md#legs)* above. Disables all deformations on contact with land. Death animations are a typical case.

```cpp
legsNo[] = {};
```

##### limitFast

**Type:** Float

**Description:** Found in *Actions*, used for limiting the *[slow..](../topics/CfgMoves_Config_Reference.md#slow)* movements, although the names suggests a limiting of *[fast..](../topics/CfgMoves_Config_Reference.md#fast)*.

```cpp
limitFast = 0.5;    // RifleProneActions_injured
limitFast = 2;        // SwimmingActions
limitFast = 4;        // class CivilStandActions, SwimmingFastActions
limitFast = 5;        // NoActions
limitFast = 5.5;    // RifleBaseLowStandActions
```

##### limitGunMovement

**Type:** Boolean

**Description:** Found in *States*.

```cpp
limitGunMovement = false;    // HealBase
limitGunMovement = false;    // SprintBaseDf
limitGunMovement = 0.1;        // AmovPercMstpSnonWnonDnon
limitGunMovement = 0.3;        // AovrPercMstpSlowWrflDf
limitGunMovement = 0.6;        // AmovPercMwlkSlowWpstDnon_transition
limitGunMovement = true;    // Default
```

##### looped

**Type:** Boolean

**Description:** Found in *States*, sets whether the current animation should start over once it is finished. Loop, that is.

```cpp
looped = 1;
```

##### Lying

**Type:** String

**Description:** Found in *Actions*, points to the animation to play for the "*Prone with weapon*" situation. *[CivilLying](../topics/CfgMoves_Config_Reference.md#civillying)* is the unarmed equivalent.

```cpp
Lying = "AmovPpneMstpSnonWnonDnon";
```

#### M

##### medic

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used by a medic when triggering the "*Heal..*" action.

```cpp
medic = "AinvPknlMstpSlayWrflDnon_medic";
```

#### O

##### onLadder

**Type:** Boolean

**Description:** Found in *States*, flags the animation as ladder related.

```cpp
onLadder = 1;
```

##### onLandBeg

**Type:** Boolean

**Description:** Found in *States*. If at the start of the animation the character is lying on the ground (prone), *onLandBeg* equals *true*. If at the end of the animation the character is lying on the ground (prone), *onLandEnd* equals *true*. Otherwise false. Not sure what these flags are used for.

```cpp
//Default
onLandBeg = false;
onLandEnd = false;

//AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon
onLandBeg = false;
onLandEnd = true;

//AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon
onLandBeg = true;
onLandEnd = false;

//AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon
onLandBeg = true;
onLandEnd = true;

//AdthPpneMstpSnonWnonDnonB
onLandEnd = true;
onLandBeg = false;
```

##### onLandEnd

**Type:** Boolean

**Description:** See above.

```cpp
onLandEnd = 1;
```

#### P

##### PlayerCrouch

**Type:** String

**Description:** Found in *Actions*. Similar to *[Crouch](../topics/CfgMoves_Config_Reference.md#crouch)*, except it applies only to player characters and not *AI*.

```cpp
PlayerCrouch = "AmovPknlMstpSrasWlnrDnon";
```

##### PlayerProne

**Type:** String

**Description:** Found in *Actions*. Similar to *[Lying](../topics/CfgMoves_Config_Reference.md#lying)*, except it applies only to player characters and not *AI*.

Sets the animation to be used when going prone.

```cpp
PlayerProne = "AmovPpneMstpSnonWnonDnon";
```

##### PlayerStand

**Type:** String

**Description:** Found in *Actions*. Similar to *[Stand](../topics/CfgMoves_Config_Reference.md#stand)*, except it applies only to player characters and not *AI*.

Sets the animation to be used when standing upright.

```cpp
PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";
```

##### predictSpeedCoef

**Type:** Float

**Description:** Disused in Arma 2, appears once in ArmA.

```cpp
predictSpeedCoef = 1;
```

##### preload

**Type:** Boolean

**Description:** Found in *States*, sets whether to load the animation file (*[RTM](../topics/Rtm_~28Animation~29_File_Format.md)*) into memory at game start, or just read it from disc when there's a demand for it.

All animations are set not to preload in Arma 2, while in ArmA some often used animations like running for example, are preloaded.

```cpp
preload = 1;
```

##### primaryActionMaps[]

**Type:** Array

**Description:** Outlines the main action groups.

```cpp
primaryActionMaps[] = {"DeadActions", "LauncherKneelActions", "BinocProneRflActions", "BinocProneCivilActions",
    "RifleProneActions", "PistolProneActions", "RifleKneelActions", "PistolKneelActions", "RifleStandActions",
    "PistolStandActions", "RifleLowStandActions", "SwimmingActions", "CivilStandActions",
    "BinocKneelRflActions", "BinocStandRflActions"};
```

##### putDown

**Type:** String

**Description:** Found in *Actions*. Sets the animation to be used when the character puts something on the ground (e.g. dropping some equipment).

```cpp
putDown = "AmovPpneMstpSrasWrflDnon";
```

##### PutDownEnd

**Type:** Float

**Description:** Not used in the ArmA series.

```cpp
PutDownEnd = "";
```

#### R

##### reload...

**Type:** String

**Description:** Found in *Actions*. Default actions for reloading are *reloadMagazine*, *reloadAT*, *reloadMGun* and *reloadMortar*, but addon makers can add their own if they wish.

These actions are invoked in *CfgWeapons* and *CfgMagazines* via **reloadAction**. Most reload actions for upright stances in Arma 2 are bone-masked, they are configured as *Gestures*.

```cpp
//game
reloadAT = "LauncherReloadKneel";
reloadMagazine[] = {"WeaponMagazineReloadStand", "Gesture"};
reloadMGun = "AmovPpneMstpSrasWrflDnon";
reloadMortar = "AmovPpneMstpSrasWrflDnon";

//custom
reloadM1Garand[] = {"M1GarandMagazineReloadStand", "Gesture"};
//CfgWeapons/CfgMagazines
reloadAction = "ManActReloadM1Garand";
```

##### relSpeedMax

**Type:** Float

**Description:** Found in *States*.

```cpp
relSpeedMax = 0.6;
```

##### relSpeedMin

**Type:** Float

**Description:** Found in *States*.

```cpp
relSpeedMin = 0.5;
```

##### rightHandIKBeg

**Type:** Boolean

**Description:** See *[leftHandIKBeg](../topics/CfgMoves_Config_Reference.md#lefthandikbeg)*.

```cpp
rightHandIKBeg = 1;
```

##### rightHandIKEnd

**Type:** Boolean

**Description:** See *[leftHandIKBeg](../topics/CfgMoves_Config_Reference.md#lefthandikbeg)*.

```cpp
rightHandIKEnd = 1;
```

##### rightHandIKCurve

**Type:** Array

**Description:** See *[leftHandIKCurve](../topics/CfgMoves_Config_Reference.md#lefthandikcurve)*.

```cpp
rightHandIKCurve[] = {};                                // IK OFF.
rightHandIKCurve[] = {1};                                // IK fully ON.
rightHandIKCurve[] = {0.1, 1, 0.15, 0};                    // IK fully ON one-tenth into the animation, but disabled soon afterwards.
rightHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};    // IK ON at start, but soon disabled. Re-enabled towards the end.
```

#### S

##### salute..

**Type:** String

**Description:** Found in *Actions*, *salute* points to the animation the character will transition to when saluting, while *saluteOff* points to the animation the character should return to when done saluting.

Neither of these properties point to the transition animations, where the character is actually raising/lowering it is arm.

```cpp
salute = "AmovPercMstpSlowWrflDnon_salute";
saluteOff = "AmovPercMstpSlowWrflDnon";
```

##### showHandGun

**Type:** Boolean

**Description:** Found in *States*, sets pistol visibility on/off.

```cpp
showHandGun = 1;
```

##### showItemInHand

**Type:** Boolean

**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off.

```cpp
showItemInHand = 1;
```

##### showItemInRightHand

**Type:** Boolean

**Description:** Found in *States*, sets item (*binoculars*, specifically) visibility on/off in the right hand. Looks it is not working on Arma 3.

```cpp
showItemInRightHand = 0;
```

##### showWeaponAim

**Type:** Boolean

**Description:** Found in *States*, sets whether *crosshairs* are displayed or not for given animation.

```cpp
showWeaponAim = 1;
```

##### sitDown

**Type:** String

**Description:** Found in *Actions*, points to the animation to transition to when the sitting action is triggered. Not the *to* and *from* transition animations, but the sitting idle.

```cpp
SitDown = "";    // RifleStandSaluteActions_Idle - can't sit down while saluting
sitDown = "AmovPsitMstpSlowWrflDnon";
```

##### skeletonName

**Type:** String

**Description:** Sets the skeleton to be used.

```cpp
skeletonName = "OFP2_ManSkeleton";
skeletonName = "WomanSkeleton";
```

##### slow..

**Type:** String

**Description:** See *[fast..](../topics/CfgMoves_Config_Reference.md#fast)*.

```cpp
slowB = "AmovPercMrunSlowWlnrDb";
slowF = "AmovPercMevaSlowWlnrDf";
slowL = "AmovPercMrunSlowWlnrDl";
slowLB = "AmovPercMrunSlowWlnrDbl";
slowLF = "AmovPercMrunSlowWlnrDfl";
slowR = "AmovPercMrunSlowWlnrDr";
slowRB = "AmovPercMrunSlowWlnrDbr";
slowRF = "AswmPercMrunSnonWnonDf";
```

##### soundEdge..

**Type:** Array

**Description:** Found in *States*. Deprecated forms *soundEdge1*, *soundEdge2* (used very little in ArmA, not at all in Arma 2).

Used for sound timing during an animation. If there's a sound file associated with the animation, it won't play right away as the animation starts. It will play when and as many times as *soundEdge* tells it to.

```cpp
soundEdge[] = {0.5, 1};                    // Default
soundEdge[] = {0.45};                    // DefaultDie
soundEdge[] = {0.25, 0.5, 0.75, 1};        // AmovPercMwlkSlowWrflDf - timing of the 4 footstep sounds

//old
soundEdge1 = 0.5;
soundEdge2 = 1;
```

##### soundEnabled

**Type:** Boolean

**Description:** Found in *States*, enables/disables sounds being played with the animation.

```cpp
soundEnabled = 1;
```

##### soundOverride

**Type:** String

**Description:** Found in *States*, points to the actual sound to play with the animation.

```cpp
soundOverride = "bodyfall";
```

##### speed

**Type:** Float

**Description:** Found in *States*, sets the animation playback speed.

Note that speed depends on animation length, on the number of frames it contains.

For example, setting speed at `0.5` for a 50 frames long animation will result in it playing at about 25 frames per second. Setting the same speed for a 300 frame animation, will result in that animation playing much faster. *Speed*, seems to me more akin to duration.

```cpp
speed = 0.00833333;
```

##### stand

**Type:** String

**Description:** Found in *Actions*, see *[playerStand](../topics/CfgMoves_Config_Reference.md#playerstand)*.

```cpp
Stand = "AmovPknlMstpSrasWrflDnon";
```

##### startSwim

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when starting to swim.

```cpp
startSwim = "AswmPercMrunSnonWnonDf";
```

##### stop

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when stopping.

```cpp
stop = "AinvPknlMstpSlayWrflDnon";
```

##### stopRelaxed

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when stopping with weapon lowered ("*SAFE*" behaviour).

```cpp
StopRelaxed = "AidlPercMstpSlowWrflDnon01";
```

##### stopSwim

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when ending swimming.

```cpp
stopSwim = "AmovPercMstpSnonWnonDnon";
```

##### strokeFist

**Type:** Float

**Description:** Found in *Actions*, not really used. Has been around since OFP if I remember correctly, probably an attempt to introduce fist fighting, but then abandoned.

```cpp
StrokeFist = "";
```

##### strokeGun

**Type:** String

**Description:** Similar to *strokeFist* above, attempt at melee fighting but not used.

```cpp
strokeGun = "AmovPercMstpSnonWnonDnon";
```

#### T

##### takeFlag

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when taking the flag during a *CTF* match.

```cpp
takeFlag = "AinvPknlMstpSlayWrflDnon";
```

##### terminal

**Type:** Boolean

**Description:** Found in *States*, flags the animation as being "*terminal*". *True* for death animations, *false* for everything else.

```cpp
terminal = 1;
```

##### testDriver

**Type:** String

**Description:** Found in *Actions*, along with *testDriverOut* and *TestGunner*. "*Test*" suggests it might have been just that, an experiment during development.

```cpp
//class ManActions
TestDriver = "BasicDriver";
TestDriverOut = "BasicDriverOut";
TestGunner = "BasicSittingGunner";
```

##### testDriverOut

**Type:** String

**Description:** See above.

```cpp
TestDriverOut = "BasicDriverOut";
```

##### testGunner

**Type:** String

**Description:** See *[testDriver](../topics/CfgMoves_Config_Reference.md#testdriver)*.

```cpp
TestGunner = "BasicSittingGunner";
```

##### throwGrenade

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when throwing a grenade.

```cpp
throwGrenade = "AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow";
```

##### transitionsDisabled[]

**Type:** Array

**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.

```cpp
transitionsDisabled[] = {};
```

##### transitionsInterpolated[]

**Type:** Array

**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.

```cpp
transitionsInterpolated[] = {};
```

##### transitionsSimple[]

**Type:** Array

**Description:** Empty array in both ArmA & Arma 2. No apparent use for it.

```cpp
transitionsSimple[] = {};
```

##### treated

**Type:** String

**Description:** Found in *Actions*, points to the animation to be used when being healed by a medic. Medic will be using animation defined in *[medic](../topics/CfgMoves_Config_Reference.md#medic)*.

```cpp
treated = "AinvPknlMstpSlayWrflDnon_healed";
```

##### turn...

**Type:** String

**Description:** Found in *Actions*, *turnL* and *turnR* define the turning animations, while *turnLRelaxed* and *turnRRelaxed* do the same thing for the "*relaxed*" (weapon lowered, behaviour "*SAFE*") modes.

```cpp
turnL = "AmovPercMstpSlowWrflDnon_turnL";
turnLRelaxed = "AmovPercMstpSlowWrflDnon_turnL";
turnR = "AmovPpneMstpSrasWrflDnon_turnR";
turnRRelaxed = "AmovPpneMstpSrasWrflDnon_turnR";
```

##### turnSpeed

**Type:** Float

**Description:** Found in *Actions*, sets turning speed.

```cpp
turnSpeed = 0.1;
```

#### U

##### untiltWeapon

**Type:** String

**Description:** Not found in Arma 2, and not really used in ArmA either.

```cpp
untiltWeapon = "untiltWeaponDefault";
```

##### untiltWeaponDefault[]

**Type:** Array

**Description:** Same as above.

```cpp
untiltWeaponDefault[] = {};
```

##### up

**Type:** String

**Description:** Found in *Actions*. Together with *[down](../topics/CfgMoves_Config_Reference.md#down)* sets up what looks like a standing/kneeling/prone toggle. Which I don't think is used in the game's current control scheme.

```cpp
up = "AmovPknlMstpSlowWrflDnon";    // RifleBaseLowStandActions
up = "AmovPknlMstpSrasWrflDnon";    // RifleBaseStandActions
up = "AmovPknlMwlkSlowWrflDf";        // RifleLowStandActionsWlkF
up = "AmovPercMstpSrasWrflDnon";    // RifleKneelActions
```

##### upDegree

**Type:** String

**Description:** Found in *Actions*, seems to define the "*upright*" stance for each action group.

These "*ManPos..*" things only appear in root `/Dta/bin/config.bin`, where they get some equivalent numbers, and that's it. Important to get right though when creating custom action sets.

```cpp
upDegree = 0;                        // NoActions
upDegree = -1;                        // NoActions, ParachuteFreeFall
upDegree = "ManPosDead";            // DeadActions
upDegree = "ManPosStand";            // RifleBaseLowStandActions
upDegree = "ManPosCombat";            // RifleBaseStandActions
upDegree = "ManPosCrouch";            // RifleKneelEvasiveActions, RifleKneelActions
upDegree = "ManPosLying";            // RifleProneActions
upDegree = "ManPosHandGunStand";
upDegree = "ManPosHandGunCrouch";
upDegree = "ManPosHandGunLying";
upDegree = "ManPosNoWeapon";        // CivilStandActions
upDegree = "ManPosLyingNoWeapon";
upDegree = "ManPosWeapon";            // LauncherKneelActions
upDegree = "ManPosBinocStand";        // BinocStandLnrActions
upDegree = "ManPosSwimming";
upDegree = "ManPosBinocStand";
upDegree = "ManPosBinoc";
updegree = "ManPosCrouch";
//enum in root config
enum {
    MANPOSNOWEAPON = 12,
    CPCOMMANDER = 2,
    CMD_STAY_BACK = 4,
    CMD_MOVE = 12,
    CMD_FIRE = 27,
    CMD_WATCH = 28,
    CMD_REPLY_FAIL = 64,
    CMD_REPORT = 68,
    ...
    MANPOSHANDGUNSTAND = 9,
    ...
    MANPOSCROUCH = 6,
    ...
    MANPOSHANDGUNLYING = 5,
    MANPOSHANDGUNCROUCH = 7,
    MANPOSBINOCSTAND = 14,
    ...
    MANPOSDEAD = 0,
    MANPOSCOMBAT = 8,
    ...
    MANPOSBINOCLYING = 2,
    MANPOSSTAND = 10,
    MANPOSSWIMMING = 11,
    COMPARTMENT3 = 4,
    CMD_ACTION = 2,
    CMD_FORM_ECHLEFT = 16,
    ...
    MANPOSWEAPON = 1,
    ...
    MANPOSLYING = 4,
    ...
    MANPOSLYINGNOWEAPON = 3,
    MANPOSBINOC = 13,
    ...
};
```

##### useFastMove

**Type:** Boolean

**Description:** Found in *Actions*. *True* for action sets containing "*Evasive*" in the classname, so an obscure flag of some sorts in ArmA. Not used in any significant way in Arma 2.

```cpp
useFastMove = 1;
```

#### V

##### variantAfter[]

**Type:** Array

**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.

Minimum, average and maximum - these are the inputs for the random number generator, similar to how trigger timeout/countdown works in the *mission editor*.

```cpp
variantAfter[] = {5, 10, 20};    // Default
VariantAfter[] = {5, 5, 5};        // AinvPknlMstpSnonWnonDnon_medic0S
variantAfter[] = {2, 3, 5};        // AidlPercMstpSlowWrflDnon_player_0S
variantAfter[] = {0, 0, 0};        // AidlPercMstpSrasWrflDnon_aiming0S
```

##### variantsAI[]

**Type:** Array

**Description:** Found in *States* when there are several variations on the same animation (usually idles) that can be played randomly.

It lists the animations to be randomly cycled. The numbers represent the probability of that animation being played, the higher the number, the more likely the animation will get to play.

The sum of these numbers is always `1`.

```cpp
//Default
variantsAI[] = {""};
//AidlPercMstpSnonWnonDnon
variantsAI[] = {"AidlPercMstpSnonWnonDnon01", 0.01,
    "AidlPercMstpSnonWnonDnon02", 0.01,
    "AidlPercMstpSnonWnonDnon03", 0.01,
    "AidlPercMstpSnonWnonDnon04", 0.01,
    "AidlPercMstpSnonWnonDnon05", 0.01,
    "AidlPercMstpSnonWnonDnon06", 0.01,
    "AidlPercMstpSnonWnonDnon07", 0.01,
    "AidlPercMstpSnonWnonDnon08", 0.01,
    "AidlPercMstpSnonWnonDnon_idleSteady04", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady03", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady02", 0.23,
    "AidlPercMstpSnonWnonDnon_idleSteady01", 0.23};
//ActsPsitMstpSnonWnonDnon_varSittingOnTheWall
variantsAI[] = {"Mi17_Cargo02", 0.4, "Mi17_Cargo02_V1", 0.1, "Mi17_Cargo02_V2", 0.1, "Mi17_Cargo02_V3", 0.1,
    "Mi17_Cargo02_V4", 0.1, "Mi17_Cargo02_V5", 0.1, "Mi17_Cargo02_V6", 0.1};
//aidlpercmstpsraswlnrdnon_S
variantsAI[] = {"aidlpercmstpsraswlnrdnon_1", 0.333, "aidlpercmstpsraswlnrdnon_2", 0.333, "aidlpercmstpsraswlnrdnon_3", 0.334};
```

##### variantsPlayer[]

**Type:** Array

**Description:** Same as **variantsAI[]** above, except for player characters.

```cpp
variantsPlayer[] = {"AdthPercMrunSlowWlnrDf_1", 0.5, "AdthPercMrunSlowWlnrDf_2", 0.5};
```

##### visibleSize

**Type:** Float

**Description:** Found in *States*, probably used for calculating how visible a character is for the *AI*, based on his stance/animation.

```cpp
visibleSize = 1.00012;        // SprintBaseDf                    when sprinting more visible than..
visibleSize = 0.700121;        // AmovPercMstpSrasWrflDnon        ..when stopped > visible than..
visibleSize = 0.300122;        // AmovPknlMstpSlowWrflDnon        ..when kneeling > visible than..
visibleSize = 0.100123;        // AmovPpneMstpSrasWrflDnon        ..when prone.
```

#### W

##### walk..

**Type:** String

**Description:** See *[fast..](../topics/CfgMoves_Config_Reference.md#fast)*.

```cpp
walkB = "AmovPercMwlkSlowWrflDb";
walkF = "AmovPercMevaSlowWlnrDf";
walkL = "AmovPercMwlkSlowWrflDl";
walkLB = "AmovPercMwlkSlowWrflDbl";
walkLF = "AswmPercMwlkSnonWnonDf";
walkR = "AmovPpneMrunSnonWnonDr";
walkR = "AswmPercMstpSnonWnonDnon";
walkRB = "AmovPercMwlkSlowWrflDbr";
walkRF = "AmovPercMwlkSlowWrflDfr";
```

##### weaponOff

**Type:** String

**Description:** The opposite of *weaponOn* below.

```cpp
weaponOff = "AmovPercMstpSrasWrflDnon";
```

##### weaponOn

**Type:** String

**Description:** Found in *States*, and references the animation that needs to be reached when switching to *RPGs/MANPADS*.

```cpp
weaponOn = "AmovPknlMstpSrasWlnrDnon";        // RifleBaseLowStandActions
weaponOff = "AmovPercMstpSrasWrflDnon";

weaponOn = "AmovPknlMstpSrasWlnrDnon";        // RifleKneelActions
weaponOff = "AmovPknlMstpSrasWrflDnon";

weaponOn = "AmovPknlMstpSrasWlnrDnon";        // RifleProneActions
weaponOff = "AmovPpneMstpSrasWrflDnon";
```

<sub>Source: [BI Community Wiki — CfgMoves Config Reference](https://community.bistudio.com/wiki/CfgMoves_Config_Reference) (revision 376218).</sub>
