Arma 3 Scripting

CfgNonAIVehicles Config Reference

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Note

For the basics, see also CfgVehicles Config Reference.

References

Weapon magazines:

Missiles on planes:

Missiles on non planes:

Ammoboxes and fuel cans on vehicles:

NVGs:

Street lights and bridges:

Animals:

Triggers:

Simulations

Detector

    class EmptyDetector
    {
        scope = 2;
        simulation = "Detector";
        model = "";
        selectionFabric = "latka";
        icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
        displayName = "Trigger";
        class AttributeValues
        {
            size2[] = {0,0};
            size3[] = {0,0,-1};
        };
    };
    class EmptyDetectorArea10x10 : EmptyDetector
    {
        displayName = "Trigger (10x10x10 m)";
        class AttributeValues
        {
            size2[] = {5,5};
            size3[] = {5,5,5};
            IsRectangle = 1;
        };
    };

Flag

    class Editor_Proxy_Composition
    {
        scope = 1;
        model = "\A3\editor_f\data\composition_proxy\composition_proxy";
        displayName = "Editor proxy - Object composition";
        autocenter = 0;
        reversed = 0;
        animated = 0;
        simulation = "Flag";
        selectionFabric = "";
    };

SeaGull

    class Bird
    {
        scope = 0;
        model = "";
        animated = 0;
        simulation = "SeaGull";
        reversed = 0;
        minHeight = 5;
        avgHeight = 10;
        maxHeight = 50;
        minSpeed = -0.5;
        maxSpeed = 20;
        acceleration = 7;
        turning = 1;
        straightDistance = 50;
        flySound[] = {"",0.0316228,1,1};
        singSound[] = {"",0.0316228,1,1};
        canBeShot = 1;
        airFriction2[] = {25,12,2.5};
        airFriction1[] = {1500,700,100};
        airFriction0[] = {40,20,60};
    };
    class SeaGull : Bird
    {
        scope = 2;
        reversed = 0;
        htMin = 60;
        htMax = 1800;
        afMax = 30;
        mfMax = 0;
        mFact = 1;
        tBody = 37;
        model = "\A3\Animals_F\Seagull\Seagull.p3d";
        singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};
        moves = "CfgMovesBird";
        canBeShot = 0;
    };
    class Kestrel_Random_F : Bird
    {
        model = "\A3\Animals_F\kestrel\kestrel_F.p3d";
        singSound[] = {"A3\sounds_f\dummysound",0.00177828,1,1};
        moves = "CfgMovesBird";
        minHeight = 60;
        avgHeight = 70;
        maxHeight = 80;
    };

    class Insect : Bird
    {
        animated = 0;
        minHeight = -0.1;
        avgHeight = 1.2;
        maxHeight = 2;
        minSpeed = -0.1;
        maxSpeed = 5;
        acceleration = 25;
        straightDistance = 2;
        turning = 2;
        flySound[] = {"",0.0316228,1,1};
        singSound[] = {"",0.0316228,1,1};
        canBeShot = 0;
        airFriction2[] = {125,12,2.5};
        airFriction1[] = {7500,700,100};
        airFriction0[] = {200,20,60};
    };
    class DragonFly : Insect
    {
        model = "\A3\Animals_f\dragonfly.p3d";
        flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
        fsm[] = {"Dragonfly"};
        straightDistance = 10;
        maxSpeed = 5;
    };
    class FireFly : Insect
    {
        model = "\A3\Animals_f\firefly.p3d";
        flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
        fsm[] = {"Butterfly"};
        minHeight = -0.1;
        avgHeight = 0.3;
        maxHeight = 1.5;
        minSpeed = -0.1;
        maxSpeed = 1;
        acceleration = 5;
        straightDistance = 10;
    };
    class ButterFly_random : Insect
    {
        model = "\A3\animals_f\butterfly.p3d";
        fsm[] = {"Butterfly"};
        moves = "CfgMovesButterfly";
        minHeight = -0.1;
        avgHeight = 0.3;
        maxHeight = 1.5;
        minSpeed = -0.1;
        maxSpeed = 1;
        acceleration = 5;
        straightDistance = 2;
        turning = 5;
        reversed = 0;
        autocenter = 0;
        class EventHandlers
        {
            init = "(_this select 0) call BIS_fnc_animalRandomization;";
        };
    };
    class HoneyBee : Insect
    {
        flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};
        model = "\A3\animals_f\honeybee.p3d";
        minSpeed = -0.1;
        maxSpeed = 0.2;
        minHeight = -0.1;
        avgHeight = 0.2;
        maxHeight = 1;
        fsm[] = {"HoneyBee"};
        reversed = 0;
        straightDistance = 0.5;
    };

ProxyWeapon

    class ProxyWeapon
    {
        autocenter = 0;
        scope = 2;
        reversed = 0;
        animated = 0;
        shadow = 1;
        model = "";
        simulation = "ProxyWeapon";
    };

Magazine

    class ProxyMagazineSlot : ProxyWeapon
    {
        model = "";
        simulation = "Magazine";
    };

ProxyRadio

    class ProxyRadio_proxy : ProxyWeapon
    {
        simulation = "Proxyradio";
    };

ProxyHeadgear

    class ProxyHeadGear_proxy : ProxyWeapon
    {
        simulation = "Proxyheadgear";
    };

Maverickweapon

    class ProxyBomb_01_F : ProxyWeapon
    {
        model = "\A3\Weapons_F\Ammo\Bomb_01_F";
        simulation = "Maverickweapon";
    };

    class ProxyMissile_AT_03_F : ProxyWeapon
    {
        model = "\A3\Weapons_F\Ammo\Missile_AT_03_F";
        simulation = "Maverickweapon";
    };

    class ProxyRocket_03_AP_F : ProxyWeapon
    {
        model = "\A3\Weapons_F_EPC\Ammo\Rocket_03_AP_F.p3d";
        simulation = "Maverickweapon";
    };

Pylonpod

    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon
    {
        model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d";
        simulation = "Pylonpod";
    };

ProxySecWeapon

    class ProxySecWeapon
    {
        autocenter = 0;
        scope = 2;
        scopeCurator = 2;
        animated = 0;
        shadow = 1;
        model = "";
        simulation = "ProxySecWeapon";
    };

    class ProxyLauncher
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        shadow = 1;
        model = "";
        simulation = "ProxySecWeapon";
    };

ProxyInventoryOld

    class ProxyPistol
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "Handgun";
    };

    class ProxyPistol_holstered
    {
        autocenter = 0;
        scope = 1;
        reversed = 1;
        animated = 1;
        model = "\A3\Characters_F\Proxies\pistol_holstered";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "PistolHolstered";
    };
    class ProxyRightHand
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "RightHand";
    };

    class ProxyLeftHand
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "LeftHand";
    };
    class ProxyDalekohled_Proxy : ProxyLeftHand
    {
    };
    class ProxyBinoculars : ProxyLeftHand
    {
    };

    class ProxyEquipment
    {
        autocenter = 0;
        scope = 2;
        reversed = 1;
        animated = 1;
        model = "\A3\characters_f\ProxyModels\equipmentVest";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "Vest";
    };

    class ProxyHeadgear
    {
        autocenter = 0;
        scope = 2;
        reversed = 1;
        animated = 1;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "Headgear";
    };

    class ProxyHMD
    {
        autocenter = 0;
        scope = 2;
        reversed = 1;
        animated = 1;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "HMD";
    };

    class ProxyGoggles
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "Goggles";
    };
    class ProxyGlasses : ProxyGoggles
    {
        model = "\A3\Characters_F\Proxies\glasses";
    };
    class ProxyNVG_Proxy : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Proxy";
    };
    class ProxyNVG : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Proxy";
    };
    class ProxyNVG_Head : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Head";
    };
    class ProxyNVG_Head_Big : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Head_Big";
    };
    class ProxyNVG_Head_R : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Head_R";
    };
    class ProxyNVG_Head_C : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Head_C";
    };
    class ProxyNVG_Head_S : ProxyGoggles
    {
        model = "\A3\Weapons_f\binocular\NVG_Head_S";
    };

    class ProxyEarPhones
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "EarPhones";
    };

    class Proxyus_bag
    {
        reversed = 1;
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        shadow = 1;
        simulation = "ProxyInventoryOld";
        inventoryType = "Backpack";
    };
    class ProxyBackpack : Proxyus_bag
    {
        autocenter = 0;
        scope = 2;
        reversed = 1;
        animated = 1;
        model = "\A3\Characters_F\Proxies\backpack";
    };

AlwaysHide

    class ProxyHide
    {
        autocenter = 0;
        scope = 2;
        animated = 0;
        model = "";
        simulation = "AlwaysHide";
    };

AlwaysShow

    class ProxyWreck
    {
        autocenter = 0;
        scope = 0;
        animated = 0;
        model = "";
        simulation = "AlwaysShow";
    };

    class ProxyAmmoInTruck
    {
        autocenter = 0;
        scope = 2;
        reversed = 0;
        animated = 0;
        shadow = 1;
        model = "";
        simulation = "AlwaysShow";
    };

    class Proxy_hrusen2
    {
        model = "\ca\plants\hrusen2.p3d";
        autocenter = 0;
        scope = 2;
        animated = 1;
        reversed = 0;
        simulation = "AlwaysShow";
    };

ProxyRetex

    class ProxyRetex
    {
        autocenter = 0;
        scope = 0;
        animated = 0;
        model = "";
        simulation = "Proxyretex";
        hiddenSelections[] = {};
    };
    class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex
    {
        model = "\A3\Armor_F_Beta\APC_Tracked_02\APC_Tracked_02_cannon_wreck_F.p3d";
        hiddenSelections[] = {"Camo1","Camo2","Camo3"};
    };

ProxyCrew

    class ProxyCrew
    {
        autocenter = 0;
        scope = 1;
        model = "";
        shadow = 1;
        simulation = "Proxycrew";
        crewPosition = "CPDriver";
    };

    class ProxyCommander : ProxyCrew
    {
        crewPosition = "CPCommander";
    };
    class ProxyCommanderOut : ProxyCommander
    {
    };
    class ProxyBasicSittingCommander : ProxyCommander
    {
    };
    class ProxyBasicStandingCommander : ProxyCommander
    {
    };

    class ProxyDriver : ProxyCrew
    {
        crewPosition = "CPDriver";
    };
    class ProxyDriverOut : ProxyDriver
    {
    };
    class ProxyBasicSittingDriver : ProxyDriver
    {
    };
    class ProxyBasicStandingDriver : ProxyDriver
    {
    };
    class ProxyBasicMotoDriver : ProxyDriver
    {
    };
    class ProxyPilot : ProxyDriver
    {
    };
    class ProxyParasutista : ProxyDriver
    {
    };

    class ProxyGunner : ProxyCrew
    {
        crewPosition = "CPGunner";
    };
    class ProxyGunnerOut : ProxyGunner
    {
    };
    class ProxyBasicSittingGunner : ProxyGunner
    {
    };
    class ProxyBasicStandingGunner : ProxyGunner
    {
    };
    class ProxyGunner01 : ProxyGunner
    {
    };
    class ProxyGunner02 : ProxyGunner
    {
    };

    class ProxyCargo : ProxyCrew
    {
        crewPosition = "CPCargo";
    };
    class ProxyCargoStanding : ProxyCargo
    {
    };
    class ProxyBasicSittingCargo : ProxyCargo
    {
    };
    class ProxyBasicStandingCargo : ProxyCargo
    {
    };
    class ProxyCargo01 : ProxyCargo
    {
    };
    class ProxyCargo02 : ProxyCargo
    {
    };
    class ProxyCargo03 : ProxyCargo
    {
    };
    class ProxyCargo04 : ProxyCargo
    {
    };

Flag

    class ProxyFlag
    {
        autocenter = 0;
        scope = 2;
        reversed = 0;
        shadow = 1;
        simulation = "Flag";
        model = "\A3\Characters_F\Proxies\flag";
        selectionFabric = "cloth";
    };
    class ProxyFlag_soldier : ProxyFlag
    {
        model = "\A3\characters_f\flag_soldier";
    };
    class ProxyPlane_Flag_F : ProxyFlag
    {
        model = "\A3\Air_F\Data\Plane_Flag_F";
        selectionFabric = "cloth";
    };
    class ProxyPlane_Flag_big_F : ProxyFlag
    {
        model = "\A3\Air_F\Data\Plane_Flag_big_F";
        selectionFabric = "cloth";
    };

    class ProxyFlag_F
    {
        scope = 1;
        model = "\a3\Structures_F\Mil\Flags\Flag_F.p3d";
        autocenter = 0;
        reversed = 0;
        selectionFabric = "latka";
        simulation = "Flag";
    };
    class ProxyFlag_Asym_F : ProxyFlag_F
    {
        model = "\a3\Structures_F\Mil\Flags\Flag_Asym_F.p3d";
    };

    class ProxyShipFlag_F
    {
        scope = 1;
        model = "\A3\Boat_F_Destroyer\Destroyer_01\ShipFlag_F.p3d";
        autocenter = 0;
        reversed = 0;
        selectionFabric = "latka";
        simulation = "Flag";
    };

    class ProxyFlagChecked_proxy_F
    {
        scope = 1;
        model = "\A3\Signs_F\SignSpecial\FlagChecked_proxy_F.p3d";
        autocenter = 0;
        reversed = 0;
        selectionFabric = "latka";
        simulation = "Flag";
    };

RandomShape

    class RandomShape
    {
        models[] = {};
        autocenter = 0;
        scope = 2;
        reversed = 0;
        shadow = 1;
        model = "";
        simulation = "RandomShape";
    };

Road

    class Bridge_base_F
    {
        class Destruction
        {
            animations[] = {};
        };
        scope = 0;
        scopeCurator = 0;
        displayName = "Bridge";
        model = "\A3\Weapons_F\empty.p3d";
        destrType = "DestructNo";
        simulation = "Road";
        armor = 500;
        cost = 30000;
    };
    class Land_Bridge_01_F : Bridge_base_F
    {
        scope = 1;
        model = "\A3\Structures_F\Bridges\Bridge_01_F.p3d";
    };
    class Land_Pier_doubleside_F : Bridge_base_F
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "Pier (Concrete)";
        model = "\A3\Structures_F\Naval\Piers\Pier_doubleside_F.p3d";
        editorSubcategory = "EdSubcat_Seaports";
        icon = "iconObject_3x1";
    };
    class Land_Bridge_stone_asf2_25
    {
        model = "\Ca\roads2\bridge\Bridge_stone_asf2_25.p3d";
        simulation = "Road";
        armor = 50;
        class Destruction
        {
            animations[] = {{"ca\roads2\bridge\data\anim\bridge_stone_asf2.rtm",0.2,3}};
        };
    };

    class Land_most_stred30
    {
        model = "\ca\Roads\most_stred30.p3d";
        simulation = "Road";
        armor = 50;
        destrType = "destructBuilding";
        class Destruction
        {
            animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_03.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_04.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_05.rtm",0.2,17}};
        };
    };

House

    class Proxy_Radio2
    {
        simulation = "House";
        model = "\ca\misc\Radio2.p3d";
        autocenter = 0;
        scope = 2;
        scopeCurator = 2;
        animated = 0;
        reversed = 0;
    };

EditCursor

    class EditCursor
    {
        model = "\core\cursor\cursor.p3d";
        simulation = "EditCursor";
    };

ObjView

    class ObjView
    {
        scope = 2;
        model = "";
        simulation = "ObjView";
    };

Temp

    class Temp
    {
        scope = 2;
        model = "";
        simulation = "Temp";
    };

RopeSegment

    class RopeSegment
    {
        access = 0;
        scope = 2;
        displayName = "";
        simulation = "RopeSegment";
        autocenter = 0;
        animated = 0;
        model = "\A3\Data_f\proxies\Rope\rope.p3d";
    };

Camera

    class Camera
    {
        scope = 2;
        model = "";
        simulation = "Camera";
        crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";
    };

CamConstruct

    class CamConstruct
    {
        scope = 2;
        model = "";
        simulation = "CamConstruct";
        radius = 125;
        maxHAL = 30;
        crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
    };

CamCurator

    class CamCurator
    {
        scope = 2;
        model = "";
        simulation = "CamCurator";
        radius = 125;
        maxHAL = 30;
        crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
    };

ProxySubpart

    class ProxyBysta
    {
        autocenter = 0;
        scope = 2;
        reversed = 1;
        animated = 1;
        model = "";
        simulation = "ProxySubpart";
    };

Windsock

    class ProxyWindsock_01_F
    {
        scope = 1;
        model = "\A3\Structures_F_Heli\Ind\Airport\Windsock_01_F.p3d";
        autocenter = 0;
        reversed = 0;
        selectionFabric = "latka";
        simulation = "Windsock";
        cloth = "Windsock";
    };

StreetLamp

    class StreetLamp
    {
        model = "";
        destrType = "DestructTree";
        simulation = "StreetLamp";
        animated = 0;
        colorDiffuse[] = {0.9,0.8,0.6};
        colorAmbient[] = {0.1,0.1,0.1};
        brightness = 0.2;
        class HitPoints
        {
            class HitBulb
            {
                armor = 1;
                material = 60;
                name = "lampa";
                passThrough = 1;
                explosionShielding = 1;
            };
        };
        armorStructural = 1;
        class Reflectors
        {
            class LampLight
            {
                color[] = {0.9,0.8,0.6,1};
                ambient[] = {0.1,0.1,0.1,1};
                position = "Light";
                direction = "";
                hitpoint = "lampa";
                selection = "";
                size = 0.5;
                brightness = 0.2;
            };
            class Light_1
            {
                color[] = {1100,700,500};
                ambient[] = {11,7,5};
                intensity = 5;
                size = 1;
                innerAngle = 80;
                outerAngle = 130;
                coneFadeCoef = 3;
                position = "Light_1_pos";
                direction = "Light_1_dir";
                hitpoint = "Light_1_hitpoint";
                selection = "Light_1_hide";
                useFlare = 1;
                flareSize = 0.9;
                flareMaxDistance = 100;
                class Attenuation
                {
                    start = 0;
                    constant = 0;
                    linear = 0;
                    quadratic = 0.8;
                    hardLimitStart = 30;
                    hardLimitEnd = 40;
                };
            };
        };
        aggregateReflectors[] = {{"Light_1"}};
        armorLights = 1;
    };

Alphabetical Order

A

acceleration

Float: in m/s^2

See also CfgVehicles_Config_Reference#acceleration

acceleration = 5;
acceleration = 7;
acceleration = 25;

access

Integer:

See also CfgVehicles_Config_Reference#access

access = 0;

aggregateReflectors

Array:

aggregateReflectors[] = {{"Light_1"}};

airFriction...

Array:

See also CfgVehicles_Config_Reference#airFriction

airFriction0[] = {200,20,60};
airFriction0[] = {40,20,60};

airFriction1[] = {1500,700,100};
airFriction1[] = {7500,700,100};

airFriction2[] = {125,12,2.5};
airFriction2[] = {25,12,2.5};

animated

Boolean:

// insects have no animation, only birds

See also CfgVehicles_Config_Reference#animated

animated = 0;
animated = 1;

armor

Float:

See also CfgVehicles_Config_Reference#armor (integer)

armor = 50;
armor = 500;

armorLights

Float:

See also CfgVehicles_Config_Reference#armor...

armorLights = 1;

armorStructural

Float:

See also CfgVehicles_Config_Reference#armor...

armorStructural = 1;

autoCenter

Boolean:

See also CfgVehicles_Config_Reference#autocenter

autoCenter = 0;

avgHeight

Float:

See also CfgVehicles_Config_Reference#...Height

avgHeight = 0.2;
avgHeight = 0.3;
avgHeight = 1.2;
avgHeight = 10;
avgHeight = 70;

B

brightness

Float:

1 == light is full at 50 m

See also CfgVehicles_Config_Reference#brightness

brightness = 0.2;

C

canBeShot

Boolean:

See also CfgVehicles_Config_Reference#canBeShot

canBeShot = 0;
canBeShot = 1;

classes Embedded

see #Embedded ClassNames

cloth

String:

cloth = "Windsock";

colorAmbient

Array:

See also CfgVehicles_Config_Reference#ambient

colorAmbient[] = {0.1,0.1,0.1};

colorDiffuse

Array:

colorDiffuse[] = {0.9,0.8,0.6};

cost

Float:

See also CfgVehicles_Config_Reference#cost

cost = 30000;

crewPosition

String:

crewPosition = "CPCargo";
crewPosition = "CPCommander";
crewPosition = "CPDriver";
crewPosition = "CPGunner";

crossHairs

String:

crossHairs = "#(argb,8,8,3)color(1,1,1,1)";
crossHairs = "\A3\ui_f\data\igui\cfg\nonaivehicles\camera_ca.paa";

D

destrType

String:

See also CfgVehicles_Config_Reference#destrType

destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";

displayName

String:

See also CfgVehicles_Config_Reference#displayName

displayName = "Text";

E

editorSubcategory

String:

See also CfgVehicles_Config_Reference#editorSubcategory

editorSubcategory = "EdSubcat_Seaports";

Embedded ClassNames

AttributeValues class
class AttributeValues
{
    size2[] = {5,5};
    size3[] = {5,5,5};
    IsRectangle = 1;
};
Destruction class
class Destruction
{
    animations[] = {{"ca\Roads_rtm2\Rtm\most_pad_01.rtm",0.2,17},{"ca\Roads_rtm2\Rtm\most_pad_02.rtm",0.2,17},...};
};
EventHandlers class

See also CfgVehicles_Config_Reference#EventHandlers... Class

class EventHandlers
{
    init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
HitPoints class
class HitPoints
{
    class HitBulb
    {
        armor = 1;
        material = 60;
        name = "lampa";
        passThrough = 1;
        explosionShielding = 1;
    };
};
Reflectors class

See also CfgVehicles_Config_Reference#Reflectors Class

class Reflectors
{
    class LampLight
    {
        color[] = {0.9,0.8,0.6,1};
        ambient[] = {0.1,0.1,0.1,1};
        position = "Light";
        direction = "";
        hitpoint = "lampa";
        selection = "";
        size = 0.5;
        brightness = 0.2;
    };
    class Light_1
    {
        color[] = {1100,700,500};
        ambient[] = {11,7,5};
        intensity = 5;
        size = 1;
        innerAngle = 80;
        outerAngle = 130;
        coneFadeCoef = 3;
        position = "Light_1_pos";
        direction = "Light_1_dir";
        hitpoint = "Light_1_hitpoint";
        selection = "Light_1_hide";
        useFlare = 1;
        flareSize = 0.9;
        flareMaxDistance = 100;
        class Attenuation
        {
            start = 0;
            constant = 0;
            linear = 0;
            quadratic = 0.8;
            hardLimitStart = 30;
            hardLimitEnd = 40;
        };
    };
};

F

flySound

Array:

See also CfgVehicles_Config_Reference#Sounds Various

flySound[] = {"\A3\sounds_f\dummysound",0.001,1,1};

fsm

Array:

fsm[] = {"Butterfly"};
fsm[] = {"Dragonfly"};
fsm[] = {"HoneyBee"};

H

hiddenSelections

Array:

See also CfgVehicles_Config_Reference#hiddenSelections

hiddenSelections[] = {"Camo1","Camo2","Camo3"};

I

icon

String:

See also CfgVehicles_Config_Reference#icon

icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa";
icon = "iconObject_3x1";

inventoryType

String:

inventoryType = "Backpack";
inventoryType = "EarPhones";
inventoryType = "Goggles";
inventoryType = "Handgun";
inventoryType = "Headgear";
inventoryType = "HMD";
inventoryType = "LeftHand";
inventoryType = "PistolHolstered";
inventoryType = "RightHand";
inventoryType = "Vest";

M

maxHAL

Float: camera max. height above land

maxHAL = 30;

maxHeight

Float:

See also CfgVehicles_Config_Reference#...Height

maxHeight = 1.5;
maxHeight = 1;
maxHeight = 2;
maxHeight = 50;
maxHeight = 80;

maxSpeed

Float: in m/s

See also CfgVehicles_Config_Reference#...Speed

maxSpeed = 0.2;
maxSpeed = 1;
maxSpeed = 5;
maxSpeed = 20;

minHeight

Float:

See also CfgVehicles_Config_Reference#...Height

minHeight = -0.1;// allow landing
minHeight = 5;
minHeight = 60;

minSpeed

Float: in m/s

See also CfgVehicles_Config_Reference#...Speed

minSpeed = -0.1;
minSpeed = -0.5;

model

String:

See also CfgVehicles_Config_Reference#model

model = "\A3\Weapons_F\empty.p3d";

models

Array:

models[] = {};

moves

String:

See also CfgVehicles_Config_Reference#moves

moves = "CfgMovesBird";
moves = "CfgMovesButterfly";

R

radius

Float: camera construction radius

radius = 125;

reversed

Boolean:

See also CfgVehicles_Config_Reference#reversed

reversed = 0;
reversed = 1;

S

scope

Integer:

See also CfgVehicles_Config_Reference#scope

scope = 0;
scope = 1;
scope = 2;

scopeCurator

Integer:

scopeCurator = 0;
scopeCurator = 2;

selectionFabric

String:

See also CfgVehicles_Config_Reference#selection...

selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";

shadow

Boolean:

shadow = 1;

simulation

String:

See also CfgVehicles_Config_Reference#simulation

simulation = "AlwaysHide";
simulation = "AlwaysShow";
simulation = "CamConstruct";
simulation = "CamCurator";
simulation = "Camera";
simulation = "Detector";
simulation = "EditCursor";
simulation = "Flag";
simulation = "House";
simulation = "Magazine";
simulation = "Maverickweapon";
simulation = "ObjView";
simulation = "ProxyCrew";
simulation = "ProxyHeadgear";
simulation = "ProxyInventoryOld";
simulation = "ProxyRadio";
simulation = "ProxyRetex";
simulation = "ProxySecWeapon";
simulation = "ProxySubpart";
simulation = "ProxyWeapon";
simulation = "Pylonpod";
simulation = "RandomShape";
simulation = "Road";
simulation = "RopeSegment";
simulation = "SeaGull";
simulation = "StreetLamp";
simulation = "Temp";
simulation = "Windsock";

singSound

Array:

See also CfgVehicles_Config_Reference#Sounds Various

singSound[] = {"A3\Sounds_F\environment\animals\birds\seagul1",0.891251,1,200};

straightDistance

Float:

See also CfgVehicles_Config_Reference#straightDistance

straightDistance = 0.5;
straightDistance = 2;
straightDistance = 10;
straightDistance = 50;

T

turning

Float: angular acceleration - relative (the higher, the more maneuvrable)

See also CfgVehicles_Config_Reference#turning

turning = 1;
turning = 2;
turning = 5;