{"name":"CfgNonAIVehicles Config Reference","title":"CfgNonAIVehicles Config Reference","type":"topic","url":"https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference","revid":373241,"updated":"2025-04-12T22:20:50Z","aliases":[],"markdown":"> [!NOTE]\n> For the basics, see also CfgVehicles Config Reference.\n\n### References\n\nWeapon magazines:\n\n- Arma 3: Magazine Proxies - CfgNonAIVehicles\n\nMissiles on planes:\n\n- Arma 3: Vehicle Loadouts - CfgNonAIVehicles: simulation: pylonpod\n- [https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/](https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/)\n- [https://forums.bohemia.net/forums/topic/144184-proxy-problem/](https://forums.bohemia.net/forums/topic/144184-proxy-problem/)\n- [https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/](https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/)\n- [https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/](https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/)\n- [https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/](https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/)\n\nMissiles on non planes:\n\n- [https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/](https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/)\n- [https://forums.bohemia.net/forums/topic/174197-turrets-proxy/](https://forums.bohemia.net/forums/topic/174197-turrets-proxy/)\n\nAmmoboxes and fuel cans on vehicles:\n\n- [https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/](https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/)\n- [https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/](https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/)\n\nNVGs:\n\n- [https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/](https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/)\n- [https://forums.bohemia.net/forums/topic/116645-proxy-question/](https://forums.bohemia.net/forums/topic/116645-proxy-question/)\n\nStreet lights and bridges:\n\n- [https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/](https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/)\n- [https://forums.bohemia.net/forums/topic/24583-street-lights/](https://forums.bohemia.net/forums/topic/24583-street-lights/) (pre Arma 3)\n\nAnimals:\n\n- [https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/](https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/)\n\nTriggers:\n\n- createTrigger\n- create3DENEntity\n- [http://killzonekid.com/arma-scripting-tutorials-triggers/](http://killzonekid.com/arma-scripting-tutorials-triggers/)\n- [https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/](https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/)\n\n### Simulations\n\n#### Detector\n\n```cpp\n    class EmptyDetector\n    {\n        scope = 2;\n        simulation = \"Detector\";\n        model = \"\";\n        selectionFabric = \"latka\";\n        icon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\n        displayName = \"Trigger\";\n        class AttributeValues\n        {\n            size2[] = {0,0};\n            size3[] = {0,0,-1};\n        };\n    };\n    class EmptyDetectorArea10x10 : EmptyDetector\n    {\n        displayName = \"Trigger (10x10x10 m)\";\n        class AttributeValues\n        {\n            size2[] = {5,5};\n            size3[] = {5,5,5};\n            IsRectangle = 1;\n        };\n    };\n```\n\n#### Flag\n\n```cpp\n    class Editor_Proxy_Composition\n    {\n        scope = 1;\n        model = \"\\A3\\editor_f\\data\\composition_proxy\\composition_proxy\";\n        displayName = \"Editor proxy - Object composition\";\n        autocenter = 0;\n        reversed = 0;\n        animated = 0;\n        simulation = \"Flag\";\n        selectionFabric = \"\";\n    };\n```\n\n#### SeaGull\n\n```cpp\n    class Bird\n    {\n        scope = 0;\n        model = \"\";\n        animated = 0;\n        simulation = \"SeaGull\";\n        reversed = 0;\n        minHeight = 5;\n        avgHeight = 10;\n        maxHeight = 50;\n        minSpeed = -0.5;\n        maxSpeed = 20;\n        acceleration = 7;\n        turning = 1;\n        straightDistance = 50;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 1;\n        airFriction2[] = {25,12,2.5};\n        airFriction1[] = {1500,700,100};\n        airFriction0[] = {40,20,60};\n    };\n    class SeaGull : Bird\n    {\n        scope = 2;\n        reversed = 0;\n        htMin = 60;\n        htMax = 1800;\n        afMax = 30;\n        mfMax = 0;\n        mFact = 1;\n        tBody = 37;\n        model = \"\\A3\\Animals_F\\Seagull\\Seagull.p3d\";\n        singSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n        moves = \"CfgMovesBird\";\n        canBeShot = 0;\n    };\n    class Kestrel_Random_F : Bird\n    {\n        model = \"\\A3\\Animals_F\\kestrel\\kestrel_F.p3d\";\n        singSound[] = {\"A3\\sounds_f\\dummysound\",0.00177828,1,1};\n        moves = \"CfgMovesBird\";\n        minHeight = 60;\n        avgHeight = 70;\n        maxHeight = 80;\n    };\n\n    class Insect : Bird\n    {\n        animated = 0;\n        minHeight = -0.1;\n        avgHeight = 1.2;\n        maxHeight = 2;\n        minSpeed = -0.1;\n        maxSpeed = 5;\n        acceleration = 25;\n        straightDistance = 2;\n        turning = 2;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 0;\n        airFriction2[] = {125,12,2.5};\n        airFriction1[] = {7500,700,100};\n        airFriction0[] = {200,20,60};\n    };\n    class DragonFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\dragonfly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Dragonfly\"};\n        straightDistance = 10;\n        maxSpeed = 5;\n    };\n    class FireFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\firefly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Butterfly\"};\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 10;\n    };\n    class ButterFly_random : Insect\n    {\n        model = \"\\A3\\animals_f\\butterfly.p3d\";\n        fsm[] = {\"Butterfly\"};\n        moves = \"CfgMovesButterfly\";\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 2;\n        turning = 5;\n        reversed = 0;\n        autocenter = 0;\n        class EventHandlers\n        {\n            init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n        };\n    };\n    class HoneyBee : Insect\n    {\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n        model = \"\\A3\\animals_f\\honeybee.p3d\";\n        minSpeed = -0.1;\n        maxSpeed = 0.2;\n        minHeight = -0.1;\n        avgHeight = 0.2;\n        maxHeight = 1;\n        fsm[] = {\"HoneyBee\"};\n        reversed = 0;\n        straightDistance = 0.5;\n    };\n```\n\n#### ProxyWeapon\n\n```cpp\n    class ProxyWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxyWeapon\";\n    };\n```\n\n#### Magazine\n\n```cpp\n    class ProxyMagazineSlot : ProxyWeapon\n    {\n        model = \"\";\n        simulation = \"Magazine\";\n    };\n```\n\n#### ProxyRadio\n\n```cpp\n    class ProxyRadio_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyradio\";\n    };\n```\n\n#### ProxyHeadgear\n\n```cpp\n    class ProxyHeadGear_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyheadgear\";\n    };\n```\n\n#### Maverickweapon\n\n```cpp\n    class ProxyBomb_01_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Bomb_01_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyMissile_AT_03_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Missile_AT_03_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyRocket_03_AP_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F_EPC\\Ammo\\Rocket_03_AP_F.p3d\";\n        simulation = \"Maverickweapon\";\n    };\n```\n\n#### Pylonpod\n\n```cpp\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        simulation = \"Pylonpod\";\n    };\n```\n\n#### ProxySecWeapon\n\n```cpp\n    class ProxySecWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n\n    class ProxyLauncher\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n```\n\n#### ProxyInventoryOld\n\n```cpp\n    class ProxyPistol\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Handgun\";\n    };\n\n    class ProxyPistol_holstered\n    {\n        autocenter = 0;\n        scope = 1;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\pistol_holstered\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"PistolHolstered\";\n    };\n    class ProxyRightHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"RightHand\";\n    };\n\n    class ProxyLeftHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"LeftHand\";\n    };\n    class ProxyDalekohled_Proxy : ProxyLeftHand\n    {\n    };\n    class ProxyBinoculars : ProxyLeftHand\n    {\n    };\n\n    class ProxyEquipment\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\characters_f\\ProxyModels\\equipmentVest\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Vest\";\n    };\n\n    class ProxyHeadgear\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Headgear\";\n    };\n\n    class ProxyHMD\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"HMD\";\n    };\n\n    class ProxyGoggles\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Goggles\";\n    };\n    class ProxyGlasses : ProxyGoggles\n    {\n        model = \"\\A3\\Characters_F\\Proxies\\glasses\";\n    };\n    class ProxyNVG_Proxy : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG_Head : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head\";\n    };\n    class ProxyNVG_Head_Big : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_Big\";\n    };\n    class ProxyNVG_Head_R : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_R\";\n    };\n    class ProxyNVG_Head_C : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_C\";\n    };\n    class ProxyNVG_Head_S : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_S\";\n    };\n\n    class ProxyEarPhones\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"EarPhones\";\n    };\n\n    class Proxyus_bag\n    {\n        reversed = 1;\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Backpack\";\n    };\n    class ProxyBackpack : Proxyus_bag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\backpack\";\n    };\n```\n\n#### AlwaysHide\n\n```cpp\n    class ProxyHide\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysHide\";\n    };\n```\n\n#### AlwaysShow\n\n```cpp\n    class ProxyWreck\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class ProxyAmmoInTruck\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class Proxy_hrusen2\n    {\n        model = \"\\ca\\plants\\hrusen2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        animated = 1;\n        reversed = 0;\n        simulation = \"AlwaysShow\";\n    };\n```\n\n#### ProxyRetex\n\n```cpp\n    class ProxyRetex\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"Proxyretex\";\n        hiddenSelections[] = {};\n    };\n    class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex\n    {\n        model = \"\\A3\\Armor_F_Beta\\APC_Tracked_02\\APC_Tracked_02_cannon_wreck_F.p3d\";\n        hiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n    };\n```\n\n#### ProxyCrew\n\n```cpp\n    class ProxyCrew\n    {\n        autocenter = 0;\n        scope = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"Proxycrew\";\n        crewPosition = \"CPDriver\";\n    };\n\n    class ProxyCommander : ProxyCrew\n    {\n        crewPosition = \"CPCommander\";\n    };\n    class ProxyCommanderOut : ProxyCommander\n    {\n    };\n    class ProxyBasicSittingCommander : ProxyCommander\n    {\n    };\n    class ProxyBasicStandingCommander : ProxyCommander\n    {\n    };\n\n    class ProxyDriver : ProxyCrew\n    {\n        crewPosition = \"CPDriver\";\n    };\n    class ProxyDriverOut : ProxyDriver\n    {\n    };\n    class ProxyBasicSittingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicStandingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicMotoDriver : ProxyDriver\n    {\n    };\n    class ProxyPilot : ProxyDriver\n    {\n    };\n    class ProxyParasutista : ProxyDriver\n    {\n    };\n\n    class ProxyGunner : ProxyCrew\n    {\n        crewPosition = \"CPGunner\";\n    };\n    class ProxyGunnerOut : ProxyGunner\n    {\n    };\n    class ProxyBasicSittingGunner : ProxyGunner\n    {\n    };\n    class ProxyBasicStandingGunner : ProxyGunner\n    {\n    };\n    class ProxyGunner01 : ProxyGunner\n    {\n    };\n    class ProxyGunner02 : ProxyGunner\n    {\n    };\n\n    class ProxyCargo : ProxyCrew\n    {\n        crewPosition = \"CPCargo\";\n    };\n    class ProxyCargoStanding : ProxyCargo\n    {\n    };\n    class ProxyBasicSittingCargo : ProxyCargo\n    {\n    };\n    class ProxyBasicStandingCargo : ProxyCargo\n    {\n    };\n    class ProxyCargo01 : ProxyCargo\n    {\n    };\n    class ProxyCargo02 : ProxyCargo\n    {\n    };\n    class ProxyCargo03 : ProxyCargo\n    {\n    };\n    class ProxyCargo04 : ProxyCargo\n    {\n    };\n```\n\n#### Flag\n\n```cpp\n    class ProxyFlag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        simulation = \"Flag\";\n        model = \"\\A3\\Characters_F\\Proxies\\flag\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyFlag_soldier : ProxyFlag\n    {\n        model = \"\\A3\\characters_f\\flag_soldier\";\n    };\n    class ProxyPlane_Flag_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_F\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyPlane_Flag_big_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_big_F\";\n        selectionFabric = \"cloth\";\n    };\n\n    class ProxyFlag_F\n    {\n        scope = 1;\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n    class ProxyFlag_Asym_F : ProxyFlag_F\n    {\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_Asym_F.p3d\";\n    };\n\n    class ProxyShipFlag_F\n    {\n        scope = 1;\n        model = \"\\A3\\Boat_F_Destroyer\\Destroyer_01\\ShipFlag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n\n    class ProxyFlagChecked_proxy_F\n    {\n        scope = 1;\n        model = \"\\A3\\Signs_F\\SignSpecial\\FlagChecked_proxy_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n```\n\n#### RandomShape\n\n```cpp\n    class RandomShape\n    {\n        models[] = {};\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"RandomShape\";\n    };\n```\n\n#### Road\n\n```cpp\n    class Bridge_base_F\n    {\n        class Destruction\n        {\n            animations[] = {};\n        };\n        scope = 0;\n        scopeCurator = 0;\n        displayName = \"Bridge\";\n        model = \"\\A3\\Weapons_F\\empty.p3d\";\n        destrType = \"DestructNo\";\n        simulation = \"Road\";\n        armor = 500;\n        cost = 30000;\n    };\n    class Land_Bridge_01_F : Bridge_base_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F\\Bridges\\Bridge_01_F.p3d\";\n    };\n    class Land_Pier_doubleside_F : Bridge_base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"Pier (Concrete)\";\n        model = \"\\A3\\Structures_F\\Naval\\Piers\\Pier_doubleside_F.p3d\";\n        editorSubcategory = \"EdSubcat_Seaports\";\n        icon = \"iconObject_3x1\";\n    };\n    class Land_Bridge_stone_asf2_25\n    {\n        model = \"\\Ca\\roads2\\bridge\\Bridge_stone_asf2_25.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        class Destruction\n        {\n            animations[] = {{\"ca\\roads2\\bridge\\data\\anim\\bridge_stone_asf2.rtm\",0.2,3}};\n        };\n    };\n\n    class Land_most_stred30\n    {\n        model = \"\\ca\\Roads\\most_stred30.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        destrType = \"destructBuilding\";\n        class Destruction\n        {\n            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}};\n        };\n    };\n```\n\n#### House\n\n```cpp\n    class Proxy_Radio2\n    {\n        simulation = \"House\";\n        model = \"\\ca\\misc\\Radio2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        reversed = 0;\n    };\n```\n\n#### EditCursor\n\n```cpp\n    class EditCursor\n    {\n        model = \"\\core\\cursor\\cursor.p3d\";\n        simulation = \"EditCursor\";\n    };\n```\n\n#### ObjView\n\n```cpp\n    class ObjView\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"ObjView\";\n    };\n```\n\n#### Temp\n\n```cpp\n    class Temp\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Temp\";\n    };\n```\n\n#### RopeSegment\n\n```cpp\n    class RopeSegment\n    {\n        access = 0;\n        scope = 2;\n        displayName = \"\";\n        simulation = \"RopeSegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Data_f\\proxies\\Rope\\rope.p3d\";\n    };\n```\n\n#### Camera\n\n```cpp\n    class Camera\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Camera\";\n        crossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n    };\n```\n\n#### CamConstruct\n\n```cpp\n    class CamConstruct\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamConstruct\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```\n\n#### CamCurator\n\n```cpp\n    class CamCurator\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamCurator\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```\n\n#### ProxySubpart\n\n```cpp\n    class ProxyBysta\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        simulation = \"ProxySubpart\";\n    };\n```\n\n#### Windsock\n\n```cpp\n    class ProxyWindsock_01_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F_Heli\\Ind\\Airport\\Windsock_01_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Windsock\";\n        cloth = \"Windsock\";\n    };\n```\n\n#### StreetLamp\n\n```cpp\n    class StreetLamp\n    {\n        model = \"\";\n        destrType = \"DestructTree\";\n        simulation = \"StreetLamp\";\n        animated = 0;\n        colorDiffuse[] = {0.9,0.8,0.6};\n        colorAmbient[] = {0.1,0.1,0.1};\n        brightness = 0.2;\n        class HitPoints\n        {\n            class HitBulb\n            {\n                armor = 1;\n                material = 60;\n                name = \"lampa\";\n                passThrough = 1;\n                explosionShielding = 1;\n            };\n        };\n        armorStructural = 1;\n        class Reflectors\n        {\n            class LampLight\n            {\n                color[] = {0.9,0.8,0.6,1};\n                ambient[] = {0.1,0.1,0.1,1};\n                position = \"Light\";\n                direction = \"\";\n                hitpoint = \"lampa\";\n                selection = \"\";\n                size = 0.5;\n                brightness = 0.2;\n            };\n            class Light_1\n            {\n                color[] = {1100,700,500};\n                ambient[] = {11,7,5};\n                intensity = 5;\n                size = 1;\n                innerAngle = 80;\n                outerAngle = 130;\n                coneFadeCoef = 3;\n                position = \"Light_1_pos\";\n                direction = \"Light_1_dir\";\n                hitpoint = \"Light_1_hitpoint\";\n                selection = \"Light_1_hide\";\n                useFlare = 1;\n                flareSize = 0.9;\n                flareMaxDistance = 100;\n                class Attenuation\n                {\n                    start = 0;\n                    constant = 0;\n                    linear = 0;\n                    quadratic = 0.8;\n                    hardLimitStart = 30;\n                    hardLimitEnd = 40;\n                };\n            };\n        };\n        aggregateReflectors[] = {{\"Light_1\"}};\n        armorLights = 1;\n    };\n```\n\n### Alphabetical Order\n\n#### A\n\n##### acceleration\n\nFloat: in m/s^2\n\nSee also CfgVehicles_Config_Reference#acceleration\n\n```cpp\nacceleration = 5;\nacceleration = 7;\nacceleration = 25;\n```\n\n##### access\n\nInteger:\n\nSee also CfgVehicles_Config_Reference#access\n\n```cpp\naccess = 0;\n```\n\n##### aggregateReflectors\n\nArray:\n\n```cpp\naggregateReflectors[] = {{\"Light_1\"}};\n```\n\n##### airFriction...\n\nArray:\n\nSee also CfgVehicles_Config_Reference#airFriction\n\n```cpp\nairFriction0[] = {200,20,60};\nairFriction0[] = {40,20,60};\n\nairFriction1[] = {1500,700,100};\nairFriction1[] = {7500,700,100};\n\nairFriction2[] = {125,12,2.5};\nairFriction2[] = {25,12,2.5};\n```\n\n##### animated\n\nBoolean:\n\n// insects have no animation, only birds\n\nSee also CfgVehicles_Config_Reference#animated\n\n```cpp\nanimated = 0;\nanimated = 1;\n```\n\n##### armor\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor (integer)\n\n```cpp\narmor = 50;\narmor = 500;\n```\n\n##### armorLights\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorLights = 1;\n```\n\n##### armorStructural\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorStructural = 1;\n```\n\n##### autoCenter\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#autocenter\n\n```cpp\nautoCenter = 0;\n```\n\n##### avgHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\navgHeight = 0.2;\navgHeight = 0.3;\navgHeight = 1.2;\navgHeight = 10;\navgHeight = 70;\n```\n\n#### B\n\n##### brightness\n\nFloat:\n\n1 == light is full at 50 m\n\nSee also CfgVehicles_Config_Reference#brightness\n\n```cpp\nbrightness = 0.2;\n```\n\n#### C\n\n##### canBeShot\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#canBeShot\n\n```cpp\ncanBeShot = 0;\ncanBeShot = 1;\n```\n\n##### classes Embedded\n\nsee #Embedded ClassNames\n\n##### cloth\n\nString:\n\n```cpp\ncloth = \"Windsock\";\n```\n\n##### colorAmbient\n\nArray:\n\nSee also CfgVehicles_Config_Reference#ambient\n\n```cpp\ncolorAmbient[] = {0.1,0.1,0.1};\n```\n\n##### colorDiffuse\n\nArray:\n\n```cpp\ncolorDiffuse[] = {0.9,0.8,0.6};\n```\n\n##### cost\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#cost\n\n```cpp\ncost = 30000;\n```\n\n##### crewPosition\n\nString:\n\n```cpp\ncrewPosition = \"CPCargo\";\ncrewPosition = \"CPCommander\";\ncrewPosition = \"CPDriver\";\ncrewPosition = \"CPGunner\";\n```\n\n##### crossHairs\n\nString:\n\n```cpp\ncrossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\ncrossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n```\n\n#### D\n\n##### destrType\n\nString:\n\nSee also CfgVehicles_Config_Reference#destrType\n\n```cpp\ndestrType = \"destructBuilding\";\ndestrType = \"DestructNo\";\ndestrType = \"DestructTree\";\n```\n\n##### displayName\n\nString:\n\nSee also CfgVehicles_Config_Reference#displayName\n\n```cpp\ndisplayName = \"Text\";\n```\n\n#### E\n\n##### editorSubcategory\n\nString:\n\nSee also CfgVehicles_Config_Reference#editorSubcategory\n\n```cpp\neditorSubcategory = \"EdSubcat_Seaports\";\n```\n\n##### Embedded ClassNames\n\n###### AttributeValues class\n\n```cpp\nclass AttributeValues\n{\n    size2[] = {5,5};\n    size3[] = {5,5,5};\n    IsRectangle = 1;\n};\n```\n\n###### Destruction class\n\n```cpp\nclass Destruction\n{\n    animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},...};\n};\n```\n\n###### EventHandlers class\n\nSee also CfgVehicles_Config_Reference#EventHandlers... Class\n\n```cpp\nclass EventHandlers\n{\n    init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n};\n```\n\n###### HitPoints class\n\n```cpp\nclass HitPoints\n{\n    class HitBulb\n    {\n        armor = 1;\n        material = 60;\n        name = \"lampa\";\n        passThrough = 1;\n        explosionShielding = 1;\n    };\n};\n```\n\n###### Reflectors class\n\nSee also CfgVehicles_Config_Reference#Reflectors Class\n\n```cpp\nclass Reflectors\n{\n    class LampLight\n    {\n        color[] = {0.9,0.8,0.6,1};\n        ambient[] = {0.1,0.1,0.1,1};\n        position = \"Light\";\n        direction = \"\";\n        hitpoint = \"lampa\";\n        selection = \"\";\n        size = 0.5;\n        brightness = 0.2;\n    };\n    class Light_1\n    {\n        color[] = {1100,700,500};\n        ambient[] = {11,7,5};\n        intensity = 5;\n        size = 1;\n        innerAngle = 80;\n        outerAngle = 130;\n        coneFadeCoef = 3;\n        position = \"Light_1_pos\";\n        direction = \"Light_1_dir\";\n        hitpoint = \"Light_1_hitpoint\";\n        selection = \"Light_1_hide\";\n        useFlare = 1;\n        flareSize = 0.9;\n        flareMaxDistance = 100;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0.8;\n            hardLimitStart = 30;\n            hardLimitEnd = 40;\n        };\n    };\n};\n```\n\n#### F\n\n##### flySound\n\nArray:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nflySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n```\n\n##### fsm\n\nArray:\n\n```cpp\nfsm[] = {\"Butterfly\"};\nfsm[] = {\"Dragonfly\"};\nfsm[] = {\"HoneyBee\"};\n```\n\n#### H\n\n##### hiddenSelections\n\nArray:\n\nSee also CfgVehicles_Config_Reference#hiddenSelections\n\n```cpp\nhiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n```\n\n#### I\n\n##### icon\n\nString:\n\nSee also CfgVehicles_Config_Reference#icon\n\n```cpp\nicon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\nicon = \"iconObject_3x1\";\n```\n\n##### inventoryType\n\nString:\n\n```cpp\ninventoryType = \"Backpack\";\ninventoryType = \"EarPhones\";\ninventoryType = \"Goggles\";\ninventoryType = \"Handgun\";\ninventoryType = \"Headgear\";\ninventoryType = \"HMD\";\ninventoryType = \"LeftHand\";\ninventoryType = \"PistolHolstered\";\ninventoryType = \"RightHand\";\ninventoryType = \"Vest\";\n```\n\n#### M\n\n##### maxHAL\n\nFloat: camera max. height above land\n\n```cpp\nmaxHAL = 30;\n```\n\n##### maxHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nmaxHeight = 1.5;\nmaxHeight = 1;\nmaxHeight = 2;\nmaxHeight = 50;\nmaxHeight = 80;\n```\n\n##### maxSpeed\n\nFloat: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nmaxSpeed = 0.2;\nmaxSpeed = 1;\nmaxSpeed = 5;\nmaxSpeed = 20;\n```\n\n##### minHeight\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nminHeight = -0.1;// allow landing\nminHeight = 5;\nminHeight = 60;\n```\n\n##### minSpeed\n\nFloat: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nminSpeed = -0.1;\nminSpeed = -0.5;\n```\n\n##### model\n\nString:\n\nSee also CfgVehicles_Config_Reference#model\n\n```cpp\nmodel = \"\\A3\\Weapons_F\\empty.p3d\";\n```\n\n##### models\n\nArray:\n\n```cpp\nmodels[] = {};\n```\n\n##### moves\n\nString:\n\nSee also CfgVehicles_Config_Reference#moves\n\n```cpp\nmoves = \"CfgMovesBird\";\nmoves = \"CfgMovesButterfly\";\n```\n\n#### R\n\n##### radius\n\nFloat: camera construction radius\n\n```cpp\nradius = 125;\n```\n\n##### reversed\n\nBoolean:\n\nSee also CfgVehicles_Config_Reference#reversed\n\n```cpp\nreversed = 0;\nreversed = 1;\n```\n\n#### S\n\n##### scope\n\nInteger:\n\nSee also CfgVehicles_Config_Reference#scope\n\n```cpp\nscope = 0;\nscope = 1;\nscope = 2;\n```\n\n##### scopeCurator\n\nInteger:\n\n```cpp\nscopeCurator = 0;\nscopeCurator = 2;\n```\n\n##### selectionFabric\n\nString:\n\nSee also CfgVehicles_Config_Reference#selection...\n\n```cpp\nselectionFabric = \"\";\nselectionFabric = \"cloth\";\nselectionFabric = \"latka\";\n```\n\n##### shadow\n\nBoolean:\n\n```cpp\nshadow = 1;\n```\n\n##### simulation\n\nString:\n\nSee also CfgVehicles_Config_Reference#simulation\n\n```cpp\nsimulation = \"AlwaysHide\";\nsimulation = \"AlwaysShow\";\nsimulation = \"CamConstruct\";\nsimulation = \"CamCurator\";\nsimulation = \"Camera\";\nsimulation = \"Detector\";\nsimulation = \"EditCursor\";\nsimulation = \"Flag\";\nsimulation = \"House\";\nsimulation = \"Magazine\";\nsimulation = \"Maverickweapon\";\nsimulation = \"ObjView\";\nsimulation = \"ProxyCrew\";\nsimulation = \"ProxyHeadgear\";\nsimulation = \"ProxyInventoryOld\";\nsimulation = \"ProxyRadio\";\nsimulation = \"ProxyRetex\";\nsimulation = \"ProxySecWeapon\";\nsimulation = \"ProxySubpart\";\nsimulation = \"ProxyWeapon\";\nsimulation = \"Pylonpod\";\nsimulation = \"RandomShape\";\nsimulation = \"Road\";\nsimulation = \"RopeSegment\";\nsimulation = \"SeaGull\";\nsimulation = \"StreetLamp\";\nsimulation = \"Temp\";\nsimulation = \"Windsock\";\n```\n\n##### singSound\n\nArray:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nsingSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n```\n\n##### straightDistance\n\nFloat:\n\nSee also CfgVehicles_Config_Reference#straightDistance\n\n```cpp\nstraightDistance = 0.5;\nstraightDistance = 2;\nstraightDistance = 10;\nstraightDistance = 50;\n```\n\n#### T\n\n##### turning\n\nFloat: angular acceleration - relative (the higher, the more maneuvrable)\n\nSee also CfgVehicles_Config_Reference#turning\n\n```cpp\nturning = 1;\nturning = 2;\nturning = 5;\n```","sections":[{"heading":null,"level":1,"markdown":"> [!NOTE]\n> For the basics, see also CfgVehicles Config Reference."},{"heading":"References","level":3,"markdown":"Weapon magazines:\n\n- Arma 3: Magazine Proxies - CfgNonAIVehicles\n\nMissiles on planes:\n\n- Arma 3: Vehicle Loadouts - CfgNonAIVehicles: simulation: pylonpod\n- [https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/](https://forums.bohemia.net/forums/topic/208673-how-to-make-missile-proxys-disappear-when-fired-from-an-aircraft/)\n- [https://forums.bohemia.net/forums/topic/144184-proxy-problem/](https://forums.bohemia.net/forums/topic/144184-proxy-problem/)\n- [https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/](https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/)\n- [https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/](https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/)\n- [https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/](https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/)\n\nMissiles on non planes:\n\n- [https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/](https://forums.bohemia.net/forums/topic/199973-solved-cannot-get-a-proxy-missile-working/)\n- [https://forums.bohemia.net/forums/topic/174197-turrets-proxy/](https://forums.bohemia.net/forums/topic/174197-turrets-proxy/)\n\nAmmoboxes and fuel cans on vehicles:\n\n- [https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/](https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/)\n- [https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/](https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/)\n\nNVGs:\n\n- [https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/](https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/)\n- [https://forums.bohemia.net/forums/topic/116645-proxy-question/](https://forums.bohemia.net/forums/topic/116645-proxy-question/)\n\nStreet lights and bridges:\n\n- [https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/](https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/)\n- [https://forums.bohemia.net/forums/topic/24583-street-lights/](https://forums.bohemia.net/forums/topic/24583-street-lights/) (pre Arma 3)\n\nAnimals:\n\n- [https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/](https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/)\n\nTriggers:\n\n- createTrigger\n- create3DENEntity\n- [http://killzonekid.com/arma-scripting-tutorials-triggers/](http://killzonekid.com/arma-scripting-tutorials-triggers/)\n- [https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/](https://forums.bohemia.net/forums/topic/185635-how-to-determine-object-type-from-object-name/)"},{"heading":"Simulations","level":3,"markdown":""},{"heading":"Detector","level":4,"markdown":"```cpp\n    class EmptyDetector\n    {\n        scope = 2;\n        simulation = \"Detector\";\n        model = \"\";\n        selectionFabric = \"latka\";\n        icon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\n        displayName = \"Trigger\";\n        class AttributeValues\n        {\n            size2[] = {0,0};\n            size3[] = {0,0,-1};\n        };\n    };\n    class EmptyDetectorArea10x10 : EmptyDetector\n    {\n        displayName = \"Trigger (10x10x10 m)\";\n        class AttributeValues\n        {\n            size2[] = {5,5};\n            size3[] = {5,5,5};\n            IsRectangle = 1;\n        };\n    };\n```"},{"heading":"Flag","level":4,"markdown":"```cpp\n    class Editor_Proxy_Composition\n    {\n        scope = 1;\n        model = \"\\A3\\editor_f\\data\\composition_proxy\\composition_proxy\";\n        displayName = \"Editor proxy - Object composition\";\n        autocenter = 0;\n        reversed = 0;\n        animated = 0;\n        simulation = \"Flag\";\n        selectionFabric = \"\";\n    };\n```"},{"heading":"SeaGull","level":4,"markdown":"```cpp\n    class Bird\n    {\n        scope = 0;\n        model = \"\";\n        animated = 0;\n        simulation = \"SeaGull\";\n        reversed = 0;\n        minHeight = 5;\n        avgHeight = 10;\n        maxHeight = 50;\n        minSpeed = -0.5;\n        maxSpeed = 20;\n        acceleration = 7;\n        turning = 1;\n        straightDistance = 50;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 1;\n        airFriction2[] = {25,12,2.5};\n        airFriction1[] = {1500,700,100};\n        airFriction0[] = {40,20,60};\n    };\n    class SeaGull : Bird\n    {\n        scope = 2;\n        reversed = 0;\n        htMin = 60;\n        htMax = 1800;\n        afMax = 30;\n        mfMax = 0;\n        mFact = 1;\n        tBody = 37;\n        model = \"\\A3\\Animals_F\\Seagull\\Seagull.p3d\";\n        singSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n        moves = \"CfgMovesBird\";\n        canBeShot = 0;\n    };\n    class Kestrel_Random_F : Bird\n    {\n        model = \"\\A3\\Animals_F\\kestrel\\kestrel_F.p3d\";\n        singSound[] = {\"A3\\sounds_f\\dummysound\",0.00177828,1,1};\n        moves = \"CfgMovesBird\";\n        minHeight = 60;\n        avgHeight = 70;\n        maxHeight = 80;\n    };\n\n    class Insect : Bird\n    {\n        animated = 0;\n        minHeight = -0.1;\n        avgHeight = 1.2;\n        maxHeight = 2;\n        minSpeed = -0.1;\n        maxSpeed = 5;\n        acceleration = 25;\n        straightDistance = 2;\n        turning = 2;\n        flySound[] = {\"\",0.0316228,1,1};\n        singSound[] = {\"\",0.0316228,1,1};\n        canBeShot = 0;\n        airFriction2[] = {125,12,2.5};\n        airFriction1[] = {7500,700,100};\n        airFriction0[] = {200,20,60};\n    };\n    class DragonFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\dragonfly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Dragonfly\"};\n        straightDistance = 10;\n        maxSpeed = 5;\n    };\n    class FireFly : Insect\n    {\n        model = \"\\A3\\Animals_f\\firefly.p3d\";\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.000562341,1,1};\n        fsm[] = {\"Butterfly\"};\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 10;\n    };\n    class ButterFly_random : Insect\n    {\n        model = \"\\A3\\animals_f\\butterfly.p3d\";\n        fsm[] = {\"Butterfly\"};\n        moves = \"CfgMovesButterfly\";\n        minHeight = -0.1;\n        avgHeight = 0.3;\n        maxHeight = 1.5;\n        minSpeed = -0.1;\n        maxSpeed = 1;\n        acceleration = 5;\n        straightDistance = 2;\n        turning = 5;\n        reversed = 0;\n        autocenter = 0;\n        class EventHandlers\n        {\n            init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n        };\n    };\n    class HoneyBee : Insect\n    {\n        flySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n        model = \"\\A3\\animals_f\\honeybee.p3d\";\n        minSpeed = -0.1;\n        maxSpeed = 0.2;\n        minHeight = -0.1;\n        avgHeight = 0.2;\n        maxHeight = 1;\n        fsm[] = {\"HoneyBee\"};\n        reversed = 0;\n        straightDistance = 0.5;\n    };\n```"},{"heading":"ProxyWeapon","level":4,"markdown":"```cpp\n    class ProxyWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxyWeapon\";\n    };\n```"},{"heading":"Magazine","level":4,"markdown":"```cpp\n    class ProxyMagazineSlot : ProxyWeapon\n    {\n        model = \"\";\n        simulation = \"Magazine\";\n    };\n```"},{"heading":"ProxyRadio","level":4,"markdown":"```cpp\n    class ProxyRadio_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyradio\";\n    };\n```"},{"heading":"ProxyHeadgear","level":4,"markdown":"```cpp\n    class ProxyHeadGear_proxy : ProxyWeapon\n    {\n        simulation = \"Proxyheadgear\";\n    };\n```"},{"heading":"Maverickweapon","level":4,"markdown":"```cpp\n    class ProxyBomb_01_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Bomb_01_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyMissile_AT_03_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\Ammo\\Missile_AT_03_F\";\n        simulation = \"Maverickweapon\";\n    };\n\n    class ProxyRocket_03_AP_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F_EPC\\Ammo\\Rocket_03_AP_F.p3d\";\n        simulation = \"Maverickweapon\";\n    };\n```"},{"heading":"Pylonpod","level":4,"markdown":"```cpp\n    class ProxyPylonPod_3x_Missile_AGM_02_F : ProxyWeapon\n    {\n        model = \"\\A3\\Weapons_F\\DynamicLoadout\\PylonPod_1x_Missile_AGM_02_F.p3d\";\n        simulation = \"Pylonpod\";\n    };\n```"},{"heading":"ProxySecWeapon","level":4,"markdown":"```cpp\n    class ProxySecWeapon\n    {\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n\n    class ProxyLauncher\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"ProxySecWeapon\";\n    };\n```"},{"heading":"ProxyInventoryOld","level":4,"markdown":"```cpp\n    class ProxyPistol\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Handgun\";\n    };\n\n    class ProxyPistol_holstered\n    {\n        autocenter = 0;\n        scope = 1;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\pistol_holstered\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"PistolHolstered\";\n    };\n    class ProxyRightHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"RightHand\";\n    };\n\n    class ProxyLeftHand\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"LeftHand\";\n    };\n    class ProxyDalekohled_Proxy : ProxyLeftHand\n    {\n    };\n    class ProxyBinoculars : ProxyLeftHand\n    {\n    };\n\n    class ProxyEquipment\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\characters_f\\ProxyModels\\equipmentVest\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Vest\";\n    };\n\n    class ProxyHeadgear\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Headgear\";\n    };\n\n    class ProxyHMD\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"HMD\";\n    };\n\n    class ProxyGoggles\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Goggles\";\n    };\n    class ProxyGlasses : ProxyGoggles\n    {\n        model = \"\\A3\\Characters_F\\Proxies\\glasses\";\n    };\n    class ProxyNVG_Proxy : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Proxy\";\n    };\n    class ProxyNVG_Head : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head\";\n    };\n    class ProxyNVG_Head_Big : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_Big\";\n    };\n    class ProxyNVG_Head_R : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_R\";\n    };\n    class ProxyNVG_Head_C : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_C\";\n    };\n    class ProxyNVG_Head_S : ProxyGoggles\n    {\n        model = \"\\A3\\Weapons_f\\binocular\\NVG_Head_S\";\n    };\n\n    class ProxyEarPhones\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"EarPhones\";\n    };\n\n    class Proxyus_bag\n    {\n        reversed = 1;\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        shadow = 1;\n        simulation = \"ProxyInventoryOld\";\n        inventoryType = \"Backpack\";\n    };\n    class ProxyBackpack : Proxyus_bag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\\A3\\Characters_F\\Proxies\\backpack\";\n    };\n```"},{"heading":"AlwaysHide","level":4,"markdown":"```cpp\n    class ProxyHide\n    {\n        autocenter = 0;\n        scope = 2;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysHide\";\n    };\n```"},{"heading":"AlwaysShow","level":4,"markdown":"```cpp\n    class ProxyWreck\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class ProxyAmmoInTruck\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        animated = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"AlwaysShow\";\n    };\n\n    class Proxy_hrusen2\n    {\n        model = \"\\ca\\plants\\hrusen2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        animated = 1;\n        reversed = 0;\n        simulation = \"AlwaysShow\";\n    };\n```"},{"heading":"ProxyRetex","level":4,"markdown":"```cpp\n    class ProxyRetex\n    {\n        autocenter = 0;\n        scope = 0;\n        animated = 0;\n        model = \"\";\n        simulation = \"Proxyretex\";\n        hiddenSelections[] = {};\n    };\n    class proxyAPC_Tracked_02_cannon_wreck_F : ProxyRetex\n    {\n        model = \"\\A3\\Armor_F_Beta\\APC_Tracked_02\\APC_Tracked_02_cannon_wreck_F.p3d\";\n        hiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n    };\n```"},{"heading":"ProxyCrew","level":4,"markdown":"```cpp\n    class ProxyCrew\n    {\n        autocenter = 0;\n        scope = 1;\n        model = \"\";\n        shadow = 1;\n        simulation = \"Proxycrew\";\n        crewPosition = \"CPDriver\";\n    };\n\n    class ProxyCommander : ProxyCrew\n    {\n        crewPosition = \"CPCommander\";\n    };\n    class ProxyCommanderOut : ProxyCommander\n    {\n    };\n    class ProxyBasicSittingCommander : ProxyCommander\n    {\n    };\n    class ProxyBasicStandingCommander : ProxyCommander\n    {\n    };\n\n    class ProxyDriver : ProxyCrew\n    {\n        crewPosition = \"CPDriver\";\n    };\n    class ProxyDriverOut : ProxyDriver\n    {\n    };\n    class ProxyBasicSittingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicStandingDriver : ProxyDriver\n    {\n    };\n    class ProxyBasicMotoDriver : ProxyDriver\n    {\n    };\n    class ProxyPilot : ProxyDriver\n    {\n    };\n    class ProxyParasutista : ProxyDriver\n    {\n    };\n\n    class ProxyGunner : ProxyCrew\n    {\n        crewPosition = \"CPGunner\";\n    };\n    class ProxyGunnerOut : ProxyGunner\n    {\n    };\n    class ProxyBasicSittingGunner : ProxyGunner\n    {\n    };\n    class ProxyBasicStandingGunner : ProxyGunner\n    {\n    };\n    class ProxyGunner01 : ProxyGunner\n    {\n    };\n    class ProxyGunner02 : ProxyGunner\n    {\n    };\n\n    class ProxyCargo : ProxyCrew\n    {\n        crewPosition = \"CPCargo\";\n    };\n    class ProxyCargoStanding : ProxyCargo\n    {\n    };\n    class ProxyBasicSittingCargo : ProxyCargo\n    {\n    };\n    class ProxyBasicStandingCargo : ProxyCargo\n    {\n    };\n    class ProxyCargo01 : ProxyCargo\n    {\n    };\n    class ProxyCargo02 : ProxyCargo\n    {\n    };\n    class ProxyCargo03 : ProxyCargo\n    {\n    };\n    class ProxyCargo04 : ProxyCargo\n    {\n    };\n```"},{"heading":"Flag","level":4,"markdown":"```cpp\n    class ProxyFlag\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        simulation = \"Flag\";\n        model = \"\\A3\\Characters_F\\Proxies\\flag\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyFlag_soldier : ProxyFlag\n    {\n        model = \"\\A3\\characters_f\\flag_soldier\";\n    };\n    class ProxyPlane_Flag_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_F\";\n        selectionFabric = \"cloth\";\n    };\n    class ProxyPlane_Flag_big_F : ProxyFlag\n    {\n        model = \"\\A3\\Air_F\\Data\\Plane_Flag_big_F\";\n        selectionFabric = \"cloth\";\n    };\n\n    class ProxyFlag_F\n    {\n        scope = 1;\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n    class ProxyFlag_Asym_F : ProxyFlag_F\n    {\n        model = \"\\a3\\Structures_F\\Mil\\Flags\\Flag_Asym_F.p3d\";\n    };\n\n    class ProxyShipFlag_F\n    {\n        scope = 1;\n        model = \"\\A3\\Boat_F_Destroyer\\Destroyer_01\\ShipFlag_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n\n    class ProxyFlagChecked_proxy_F\n    {\n        scope = 1;\n        model = \"\\A3\\Signs_F\\SignSpecial\\FlagChecked_proxy_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Flag\";\n    };\n```"},{"heading":"RandomShape","level":4,"markdown":"```cpp\n    class RandomShape\n    {\n        models[] = {};\n        autocenter = 0;\n        scope = 2;\n        reversed = 0;\n        shadow = 1;\n        model = \"\";\n        simulation = \"RandomShape\";\n    };\n```"},{"heading":"Road","level":4,"markdown":"```cpp\n    class Bridge_base_F\n    {\n        class Destruction\n        {\n            animations[] = {};\n        };\n        scope = 0;\n        scopeCurator = 0;\n        displayName = \"Bridge\";\n        model = \"\\A3\\Weapons_F\\empty.p3d\";\n        destrType = \"DestructNo\";\n        simulation = \"Road\";\n        armor = 500;\n        cost = 30000;\n    };\n    class Land_Bridge_01_F : Bridge_base_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F\\Bridges\\Bridge_01_F.p3d\";\n    };\n    class Land_Pier_doubleside_F : Bridge_base_F\n    {\n        scope = 2;\n        scopeCurator = 2;\n        displayName = \"Pier (Concrete)\";\n        model = \"\\A3\\Structures_F\\Naval\\Piers\\Pier_doubleside_F.p3d\";\n        editorSubcategory = \"EdSubcat_Seaports\";\n        icon = \"iconObject_3x1\";\n    };\n    class Land_Bridge_stone_asf2_25\n    {\n        model = \"\\Ca\\roads2\\bridge\\Bridge_stone_asf2_25.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        class Destruction\n        {\n            animations[] = {{\"ca\\roads2\\bridge\\data\\anim\\bridge_stone_asf2.rtm\",0.2,3}};\n        };\n    };\n\n    class Land_most_stred30\n    {\n        model = \"\\ca\\Roads\\most_stred30.p3d\";\n        simulation = \"Road\";\n        armor = 50;\n        destrType = \"destructBuilding\";\n        class Destruction\n        {\n            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}};\n        };\n    };\n```"},{"heading":"House","level":4,"markdown":"```cpp\n    class Proxy_Radio2\n    {\n        simulation = \"House\";\n        model = \"\\ca\\misc\\Radio2.p3d\";\n        autocenter = 0;\n        scope = 2;\n        scopeCurator = 2;\n        animated = 0;\n        reversed = 0;\n    };\n```"},{"heading":"EditCursor","level":4,"markdown":"```cpp\n    class EditCursor\n    {\n        model = \"\\core\\cursor\\cursor.p3d\";\n        simulation = \"EditCursor\";\n    };\n```"},{"heading":"ObjView","level":4,"markdown":"```cpp\n    class ObjView\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"ObjView\";\n    };\n```"},{"heading":"Temp","level":4,"markdown":"```cpp\n    class Temp\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Temp\";\n    };\n```"},{"heading":"RopeSegment","level":4,"markdown":"```cpp\n    class RopeSegment\n    {\n        access = 0;\n        scope = 2;\n        displayName = \"\";\n        simulation = \"RopeSegment\";\n        autocenter = 0;\n        animated = 0;\n        model = \"\\A3\\Data_f\\proxies\\Rope\\rope.p3d\";\n    };\n```"},{"heading":"Camera","level":4,"markdown":"```cpp\n    class Camera\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"Camera\";\n        crossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n    };\n```"},{"heading":"CamConstruct","level":4,"markdown":"```cpp\n    class CamConstruct\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamConstruct\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```"},{"heading":"CamCurator","level":4,"markdown":"```cpp\n    class CamCurator\n    {\n        scope = 2;\n        model = \"\";\n        simulation = \"CamCurator\";\n        radius = 125;\n        maxHAL = 30;\n        crossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\n    };\n```"},{"heading":"ProxySubpart","level":4,"markdown":"```cpp\n    class ProxyBysta\n    {\n        autocenter = 0;\n        scope = 2;\n        reversed = 1;\n        animated = 1;\n        model = \"\";\n        simulation = \"ProxySubpart\";\n    };\n```"},{"heading":"Windsock","level":4,"markdown":"```cpp\n    class ProxyWindsock_01_F\n    {\n        scope = 1;\n        model = \"\\A3\\Structures_F_Heli\\Ind\\Airport\\Windsock_01_F.p3d\";\n        autocenter = 0;\n        reversed = 0;\n        selectionFabric = \"latka\";\n        simulation = \"Windsock\";\n        cloth = \"Windsock\";\n    };\n```"},{"heading":"StreetLamp","level":4,"markdown":"```cpp\n    class StreetLamp\n    {\n        model = \"\";\n        destrType = \"DestructTree\";\n        simulation = \"StreetLamp\";\n        animated = 0;\n        colorDiffuse[] = {0.9,0.8,0.6};\n        colorAmbient[] = {0.1,0.1,0.1};\n        brightness = 0.2;\n        class HitPoints\n        {\n            class HitBulb\n            {\n                armor = 1;\n                material = 60;\n                name = \"lampa\";\n                passThrough = 1;\n                explosionShielding = 1;\n            };\n        };\n        armorStructural = 1;\n        class Reflectors\n        {\n            class LampLight\n            {\n                color[] = {0.9,0.8,0.6,1};\n                ambient[] = {0.1,0.1,0.1,1};\n                position = \"Light\";\n                direction = \"\";\n                hitpoint = \"lampa\";\n                selection = \"\";\n                size = 0.5;\n                brightness = 0.2;\n            };\n            class Light_1\n            {\n                color[] = {1100,700,500};\n                ambient[] = {11,7,5};\n                intensity = 5;\n                size = 1;\n                innerAngle = 80;\n                outerAngle = 130;\n                coneFadeCoef = 3;\n                position = \"Light_1_pos\";\n                direction = \"Light_1_dir\";\n                hitpoint = \"Light_1_hitpoint\";\n                selection = \"Light_1_hide\";\n                useFlare = 1;\n                flareSize = 0.9;\n                flareMaxDistance = 100;\n                class Attenuation\n                {\n                    start = 0;\n                    constant = 0;\n                    linear = 0;\n                    quadratic = 0.8;\n                    hardLimitStart = 30;\n                    hardLimitEnd = 40;\n                };\n            };\n        };\n        aggregateReflectors[] = {{\"Light_1\"}};\n        armorLights = 1;\n    };\n```"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"acceleration","level":5,"markdown":"Float: in m/s^2\n\nSee also CfgVehicles_Config_Reference#acceleration\n\n```cpp\nacceleration = 5;\nacceleration = 7;\nacceleration = 25;\n```"},{"heading":"access","level":5,"markdown":"Integer:\n\nSee also CfgVehicles_Config_Reference#access\n\n```cpp\naccess = 0;\n```"},{"heading":"aggregateReflectors","level":5,"markdown":"Array:\n\n```cpp\naggregateReflectors[] = {{\"Light_1\"}};\n```"},{"heading":"airFriction...","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#airFriction\n\n```cpp\nairFriction0[] = {200,20,60};\nairFriction0[] = {40,20,60};\n\nairFriction1[] = {1500,700,100};\nairFriction1[] = {7500,700,100};\n\nairFriction2[] = {125,12,2.5};\nairFriction2[] = {25,12,2.5};\n```"},{"heading":"animated","level":5,"markdown":"Boolean:\n\n// insects have no animation, only birds\n\nSee also CfgVehicles_Config_Reference#animated\n\n```cpp\nanimated = 0;\nanimated = 1;\n```"},{"heading":"armor","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor (integer)\n\n```cpp\narmor = 50;\narmor = 500;\n```"},{"heading":"armorLights","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorLights = 1;\n```"},{"heading":"armorStructural","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#armor...\n\n```cpp\narmorStructural = 1;\n```"},{"heading":"autoCenter","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#autocenter\n\n```cpp\nautoCenter = 0;\n```"},{"heading":"avgHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\navgHeight = 0.2;\navgHeight = 0.3;\navgHeight = 1.2;\navgHeight = 10;\navgHeight = 70;\n```"},{"heading":"B","level":4,"markdown":""},{"heading":"brightness","level":5,"markdown":"Float:\n\n1 == light is full at 50 m\n\nSee also CfgVehicles_Config_Reference#brightness\n\n```cpp\nbrightness = 0.2;\n```"},{"heading":"C","level":4,"markdown":""},{"heading":"canBeShot","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#canBeShot\n\n```cpp\ncanBeShot = 0;\ncanBeShot = 1;\n```"},{"heading":"classes Embedded","level":5,"markdown":"see #Embedded ClassNames"},{"heading":"cloth","level":5,"markdown":"String:\n\n```cpp\ncloth = \"Windsock\";\n```"},{"heading":"colorAmbient","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#ambient\n\n```cpp\ncolorAmbient[] = {0.1,0.1,0.1};\n```"},{"heading":"colorDiffuse","level":5,"markdown":"Array:\n\n```cpp\ncolorDiffuse[] = {0.9,0.8,0.6};\n```"},{"heading":"cost","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#cost\n\n```cpp\ncost = 30000;\n```"},{"heading":"crewPosition","level":5,"markdown":"String:\n\n```cpp\ncrewPosition = \"CPCargo\";\ncrewPosition = \"CPCommander\";\ncrewPosition = \"CPDriver\";\ncrewPosition = \"CPGunner\";\n```"},{"heading":"crossHairs","level":5,"markdown":"String:\n\n```cpp\ncrossHairs = \"#(argb,8,8,3)color(1,1,1,1)\";\ncrossHairs = \"\\A3\\ui_f\\data\\igui\\cfg\\nonaivehicles\\camera_ca.paa\";\n```"},{"heading":"D","level":4,"markdown":""},{"heading":"destrType","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#destrType\n\n```cpp\ndestrType = \"destructBuilding\";\ndestrType = \"DestructNo\";\ndestrType = \"DestructTree\";\n```"},{"heading":"displayName","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#displayName\n\n```cpp\ndisplayName = \"Text\";\n```"},{"heading":"E","level":4,"markdown":""},{"heading":"editorSubcategory","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#editorSubcategory\n\n```cpp\neditorSubcategory = \"EdSubcat_Seaports\";\n```"},{"heading":"Embedded ClassNames","level":5,"markdown":""},{"heading":"AttributeValues class","level":6,"markdown":"```cpp\nclass AttributeValues\n{\n    size2[] = {5,5};\n    size3[] = {5,5,5};\n    IsRectangle = 1;\n};\n```"},{"heading":"Destruction class","level":6,"markdown":"```cpp\nclass Destruction\n{\n    animations[] = {{\"ca\\Roads_rtm2\\Rtm\\most_pad_01.rtm\",0.2,17},{\"ca\\Roads_rtm2\\Rtm\\most_pad_02.rtm\",0.2,17},...};\n};\n```"},{"heading":"EventHandlers class","level":6,"markdown":"See also CfgVehicles_Config_Reference#EventHandlers... Class\n\n```cpp\nclass EventHandlers\n{\n    init = \"(_this select 0) call BIS_fnc_animalRandomization;\";\n};\n```"},{"heading":"HitPoints class","level":6,"markdown":"```cpp\nclass HitPoints\n{\n    class HitBulb\n    {\n        armor = 1;\n        material = 60;\n        name = \"lampa\";\n        passThrough = 1;\n        explosionShielding = 1;\n    };\n};\n```"},{"heading":"Reflectors class","level":6,"markdown":"See also CfgVehicles_Config_Reference#Reflectors Class\n\n```cpp\nclass Reflectors\n{\n    class LampLight\n    {\n        color[] = {0.9,0.8,0.6,1};\n        ambient[] = {0.1,0.1,0.1,1};\n        position = \"Light\";\n        direction = \"\";\n        hitpoint = \"lampa\";\n        selection = \"\";\n        size = 0.5;\n        brightness = 0.2;\n    };\n    class Light_1\n    {\n        color[] = {1100,700,500};\n        ambient[] = {11,7,5};\n        intensity = 5;\n        size = 1;\n        innerAngle = 80;\n        outerAngle = 130;\n        coneFadeCoef = 3;\n        position = \"Light_1_pos\";\n        direction = \"Light_1_dir\";\n        hitpoint = \"Light_1_hitpoint\";\n        selection = \"Light_1_hide\";\n        useFlare = 1;\n        flareSize = 0.9;\n        flareMaxDistance = 100;\n        class Attenuation\n        {\n            start = 0;\n            constant = 0;\n            linear = 0;\n            quadratic = 0.8;\n            hardLimitStart = 30;\n            hardLimitEnd = 40;\n        };\n    };\n};\n```"},{"heading":"F","level":4,"markdown":""},{"heading":"flySound","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nflySound[] = {\"\\A3\\sounds_f\\dummysound\",0.001,1,1};\n```"},{"heading":"fsm","level":5,"markdown":"Array:\n\n```cpp\nfsm[] = {\"Butterfly\"};\nfsm[] = {\"Dragonfly\"};\nfsm[] = {\"HoneyBee\"};\n```"},{"heading":"H","level":4,"markdown":""},{"heading":"hiddenSelections","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#hiddenSelections\n\n```cpp\nhiddenSelections[] = {\"Camo1\",\"Camo2\",\"Camo3\"};\n```"},{"heading":"I","level":4,"markdown":""},{"heading":"icon","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#icon\n\n```cpp\nicon = \"\\a3\\Ui_f\\data\\IGUI\\Cfg\\IslandMap\\iconSensor_ca.paa\";\nicon = \"iconObject_3x1\";\n```"},{"heading":"inventoryType","level":5,"markdown":"String:\n\n```cpp\ninventoryType = \"Backpack\";\ninventoryType = \"EarPhones\";\ninventoryType = \"Goggles\";\ninventoryType = \"Handgun\";\ninventoryType = \"Headgear\";\ninventoryType = \"HMD\";\ninventoryType = \"LeftHand\";\ninventoryType = \"PistolHolstered\";\ninventoryType = \"RightHand\";\ninventoryType = \"Vest\";\n```"},{"heading":"M","level":4,"markdown":""},{"heading":"maxHAL","level":5,"markdown":"Float: camera max. height above land\n\n```cpp\nmaxHAL = 30;\n```"},{"heading":"maxHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nmaxHeight = 1.5;\nmaxHeight = 1;\nmaxHeight = 2;\nmaxHeight = 50;\nmaxHeight = 80;\n```"},{"heading":"maxSpeed","level":5,"markdown":"Float: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nmaxSpeed = 0.2;\nmaxSpeed = 1;\nmaxSpeed = 5;\nmaxSpeed = 20;\n```"},{"heading":"minHeight","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#...Height\n\n```cpp\nminHeight = -0.1;// allow landing\nminHeight = 5;\nminHeight = 60;\n```"},{"heading":"minSpeed","level":5,"markdown":"Float: in m/s\n\nSee also CfgVehicles_Config_Reference#...Speed\n\n```cpp\nminSpeed = -0.1;\nminSpeed = -0.5;\n```"},{"heading":"model","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#model\n\n```cpp\nmodel = \"\\A3\\Weapons_F\\empty.p3d\";\n```"},{"heading":"models","level":5,"markdown":"Array:\n\n```cpp\nmodels[] = {};\n```"},{"heading":"moves","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#moves\n\n```cpp\nmoves = \"CfgMovesBird\";\nmoves = \"CfgMovesButterfly\";\n```"},{"heading":"R","level":4,"markdown":""},{"heading":"radius","level":5,"markdown":"Float: camera construction radius\n\n```cpp\nradius = 125;\n```"},{"heading":"reversed","level":5,"markdown":"Boolean:\n\nSee also CfgVehicles_Config_Reference#reversed\n\n```cpp\nreversed = 0;\nreversed = 1;\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"scope","level":5,"markdown":"Integer:\n\nSee also CfgVehicles_Config_Reference#scope\n\n```cpp\nscope = 0;\nscope = 1;\nscope = 2;\n```"},{"heading":"scopeCurator","level":5,"markdown":"Integer:\n\n```cpp\nscopeCurator = 0;\nscopeCurator = 2;\n```"},{"heading":"selectionFabric","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#selection...\n\n```cpp\nselectionFabric = \"\";\nselectionFabric = \"cloth\";\nselectionFabric = \"latka\";\n```"},{"heading":"shadow","level":5,"markdown":"Boolean:\n\n```cpp\nshadow = 1;\n```"},{"heading":"simulation","level":5,"markdown":"String:\n\nSee also CfgVehicles_Config_Reference#simulation\n\n```cpp\nsimulation = \"AlwaysHide\";\nsimulation = \"AlwaysShow\";\nsimulation = \"CamConstruct\";\nsimulation = \"CamCurator\";\nsimulation = \"Camera\";\nsimulation = \"Detector\";\nsimulation = \"EditCursor\";\nsimulation = \"Flag\";\nsimulation = \"House\";\nsimulation = \"Magazine\";\nsimulation = \"Maverickweapon\";\nsimulation = \"ObjView\";\nsimulation = \"ProxyCrew\";\nsimulation = \"ProxyHeadgear\";\nsimulation = \"ProxyInventoryOld\";\nsimulation = \"ProxyRadio\";\nsimulation = \"ProxyRetex\";\nsimulation = \"ProxySecWeapon\";\nsimulation = \"ProxySubpart\";\nsimulation = \"ProxyWeapon\";\nsimulation = \"Pylonpod\";\nsimulation = \"RandomShape\";\nsimulation = \"Road\";\nsimulation = \"RopeSegment\";\nsimulation = \"SeaGull\";\nsimulation = \"StreetLamp\";\nsimulation = \"Temp\";\nsimulation = \"Windsock\";\n```"},{"heading":"singSound","level":5,"markdown":"Array:\n\nSee also CfgVehicles_Config_Reference#Sounds Various\n\n```cpp\nsingSound[] = {\"A3\\Sounds_F\\environment\\animals\\birds\\seagul1\",0.891251,1,200};\n```"},{"heading":"straightDistance","level":5,"markdown":"Float:\n\nSee also CfgVehicles_Config_Reference#straightDistance\n\n```cpp\nstraightDistance = 0.5;\nstraightDistance = 2;\nstraightDistance = 10;\nstraightDistance = 50;\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"turning","level":5,"markdown":"Float: angular acceleration - relative (the higher, the more maneuvrable)\n\nSee also CfgVehicles_Config_Reference#turning\n\n```cpp\nturning = 1;\nturning = 2;\nturning = 5;\n```"}],"categories":["ArmA: Armed Assault: Addon Configuration","Arma 3: Vehicle Configuration","Operation Flashpoint: Editing","Operation Flashpoint: Modelling","Operation Flashpoint: Reference Lists","Stubs"],"groups":["Tools and File Formats"]}