---
name: "CfgNonAIVehicles Config Reference"
type: topic
source: https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference
revid: 373241
updated: 2025-04-12T22:20:50Z
---

# CfgNonAIVehicles Config Reference

> [!NOTE]
> For the basics, see also [CfgVehicles Config Reference](../topics/CfgVehicles_Config_Reference.md#introduction).

### References

Weapon magazines:

- [Arma 3: Magazine Proxies - CfgNonAIVehicles](../topics/Magazine_Proxies.md#cfgnonaivehicles)

Missiles on planes:

- [Arma 3: Vehicle Loadouts - CfgNonAIVehicles: simulation: pylonpod](../topics/Vehicle_Loadouts.md#cfgnonaivehicles-simulation-pylonpod)
- [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/)
- [https://forums.bohemia.net/forums/topic/144184-proxy-problem/](https://forums.bohemia.net/forums/topic/144184-proxy-problem/)
- [https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/](https://forums.bohemia.net/forums/topic/67825-cfgnonaivehicles/)
- [https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/](https://forums.bohemia.net/forums/topic/19973-problem-with-missile-proxies/)
- [https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/](https://forums.bohemia.net/forums/topic/86983-missile-proxy-not-visible-ingame/)

Missiles on non planes:

- [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/)
- [https://forums.bohemia.net/forums/topic/174197-turrets-proxy/](https://forums.bohemia.net/forums/topic/174197-turrets-proxy/)

Ammoboxes and fuel cans on vehicles:

- [https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/](https://forums.bohemia.net/forums/topic/43708-nonai-vehicles/)
- [https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/](https://forums.bohemia.net/forums/topic/38589-custom-ammobox-proxies/)

NVGs:

- [https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/](https://forums.bohemia.net/forums/topic/106778-how-to-make-new-nvg/)
- [https://forums.bohemia.net/forums/topic/116645-proxy-question/](https://forums.bohemia.net/forums/topic/116645-proxy-question/)

Street lights and bridges:

- [https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/](https://forums.bohemia.net/forums/topic/93959-adding-proxysproxy-config/)
- [https://forums.bohemia.net/forums/topic/24583-street-lights/](https://forums.bohemia.net/forums/topic/24583-street-lights/) (pre Arma 3)

Animals:

- [https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/](https://forums.bohemia.net/forums/topic/31703-reskinning-a-seagull/)

Triggers:

- [createTrigger](../commands/createTrigger.md)
- [create3DENEntity](../commands/create3DENEntity.md)
- [http://killzonekid.com/arma-scripting-tutorials-triggers/](http://killzonekid.com/arma-scripting-tutorials-triggers/)
- [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/)

### Simulations

#### Detector

```cpp
    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

```cpp
    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

```cpp
    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

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

#### Magazine

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

#### ProxyRadio

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

#### ProxyHeadgear

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

#### Maverickweapon

```cpp
    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

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

#### ProxySecWeapon

```cpp
    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

```cpp
    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

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

#### AlwaysShow

```cpp
    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

```cpp
    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

```cpp
    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

```cpp
    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

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

#### Road

```cpp
    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

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

#### EditCursor

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

#### ObjView

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

#### Temp

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

#### RopeSegment

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

#### Camera

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

#### CamConstruct

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

#### CamCurator

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

#### ProxySubpart

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

#### Windsock

```cpp
    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

```cpp
    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](../topics/CfgVehicles_Config_Reference.md#acceleration)

```cpp
acceleration = 5;
acceleration = 7;
acceleration = 25;
```

##### access

Integer:

See also [CfgVehicles_Config_Reference#access](../topics/CfgVehicles_Config_Reference.md#access)

```cpp
access = 0;
```

##### aggregateReflectors

Array:

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

##### airFriction...

Array:

See also [CfgVehicles_Config_Reference#airFriction](../topics/CfgVehicles_Config_Reference.md#airfriction)

```cpp
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](../topics/CfgVehicles_Config_Reference.md#animated)

```cpp
animated = 0;
animated = 1;
```

##### armor

Float:

See also [CfgVehicles_Config_Reference#armor (integer)](../topics/CfgVehicles_Config_Reference.md#armor-integer)

```cpp
armor = 50;
armor = 500;
```

##### armorLights

Float:

See also [CfgVehicles_Config_Reference#armor...](../topics/CfgVehicles_Config_Reference.md#armor)

```cpp
armorLights = 1;
```

##### armorStructural

Float:

See also [CfgVehicles_Config_Reference#armor...](../topics/CfgVehicles_Config_Reference.md#armor)

```cpp
armorStructural = 1;
```

##### autoCenter

Boolean:

See also [CfgVehicles_Config_Reference#autocenter](../topics/CfgVehicles_Config_Reference.md#autocenter)

```cpp
autoCenter = 0;
```

##### avgHeight

Float:

See also [CfgVehicles_Config_Reference#...Height](../topics/CfgVehicles_Config_Reference.md#height)

```cpp
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](../topics/CfgVehicles_Config_Reference.md#brightness)

```cpp
brightness = 0.2;
```

#### C

##### canBeShot

Boolean:

See also [CfgVehicles_Config_Reference#canBeShot](../topics/CfgVehicles_Config_Reference.md#canbeshot)

```cpp
canBeShot = 0;
canBeShot = 1;
```

##### classes Embedded

see [#Embedded ClassNames](../topics/CfgNonAIVehicles_Config_Reference.md#embedded-classnames)

##### cloth

String:

```cpp
cloth = "Windsock";
```

##### colorAmbient

Array:

See also [CfgVehicles_Config_Reference#ambient](../topics/CfgVehicles_Config_Reference.md#ambient)

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

##### colorDiffuse

Array:

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

##### cost

Float:

See also [CfgVehicles_Config_Reference#cost](../topics/CfgVehicles_Config_Reference.md#cost)

```cpp
cost = 30000;
```

##### crewPosition

String:

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

##### crossHairs

String:

```cpp
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](../topics/CfgVehicles_Config_Reference.md#destrtype)

```cpp
destrType = "destructBuilding";
destrType = "DestructNo";
destrType = "DestructTree";
```

##### displayName

String:

See also [CfgVehicles_Config_Reference#displayName](../topics/CfgVehicles_Config_Reference.md#displayname)

```cpp
displayName = "Text";
```

#### E

##### editorSubcategory

String:

See also [CfgVehicles_Config_Reference#editorSubcategory](../topics/CfgVehicles_Config_Reference.md#editorsubcategory)

```cpp
editorSubcategory = "EdSubcat_Seaports";
```

##### Embedded ClassNames

###### AttributeValues class

```cpp
class AttributeValues
{
    size2[] = {5,5};
    size3[] = {5,5,5};
    IsRectangle = 1;
};
```

###### Destruction class

```cpp
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](../topics/CfgVehicles_Config_Reference.md#eventhandlers-class)

```cpp
class EventHandlers
{
    init = "(_this select 0) call BIS_fnc_animalRandomization;";
};
```

###### HitPoints class

```cpp
class HitPoints
{
    class HitBulb
    {
        armor = 1;
        material = 60;
        name = "lampa";
        passThrough = 1;
        explosionShielding = 1;
    };
};
```

###### Reflectors class

See also [CfgVehicles_Config_Reference#Reflectors Class](../topics/CfgVehicles_Config_Reference.md#reflectors-class)

```cpp
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](../topics/CfgVehicles_Config_Reference.md#sounds-various)

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

##### fsm

Array:

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

#### H

##### hiddenSelections

Array:

See also [CfgVehicles_Config_Reference#hiddenSelections](../topics/CfgVehicles_Config_Reference.md#hiddenselections)

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

#### I

##### icon

String:

See also [CfgVehicles_Config_Reference#icon](../topics/CfgVehicles_Config_Reference.md#icon)

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

##### inventoryType

String:

```cpp
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

```cpp
maxHAL = 30;
```

##### maxHeight

Float:

See also [CfgVehicles_Config_Reference#...Height](../topics/CfgVehicles_Config_Reference.md#height)

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

##### maxSpeed

Float: in m/s

See also [CfgVehicles_Config_Reference#...Speed](../topics/CfgVehicles_Config_Reference.md#speed)

```cpp
maxSpeed = 0.2;
maxSpeed = 1;
maxSpeed = 5;
maxSpeed = 20;
```

##### minHeight

Float:

See also [CfgVehicles_Config_Reference#...Height](../topics/CfgVehicles_Config_Reference.md#height)

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

##### minSpeed

Float: in m/s

See also [CfgVehicles_Config_Reference#...Speed](../topics/CfgVehicles_Config_Reference.md#speed)

```cpp
minSpeed = -0.1;
minSpeed = -0.5;
```

##### model

String:

See also [CfgVehicles_Config_Reference#model](../topics/CfgVehicles_Config_Reference.md#model)

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

##### models

Array:

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

##### moves

String:

See also [CfgVehicles_Config_Reference#moves](../topics/CfgVehicles_Config_Reference.md#moves)

```cpp
moves = "CfgMovesBird";
moves = "CfgMovesButterfly";
```

#### R

##### radius

Float: camera construction radius

```cpp
radius = 125;
```

##### reversed

Boolean:

See also [CfgVehicles_Config_Reference#reversed](../topics/CfgVehicles_Config_Reference.md#reversed)

```cpp
reversed = 0;
reversed = 1;
```

#### S

##### scope

Integer:

See also [CfgVehicles_Config_Reference#scope](../topics/CfgVehicles_Config_Reference.md#scope)

```cpp
scope = 0;
scope = 1;
scope = 2;
```

##### scopeCurator

Integer:

```cpp
scopeCurator = 0;
scopeCurator = 2;
```

##### selectionFabric

String:

See also [CfgVehicles_Config_Reference#selection...](../topics/CfgVehicles_Config_Reference.md#selection)

```cpp
selectionFabric = "";
selectionFabric = "cloth";
selectionFabric = "latka";
```

##### shadow

Boolean:

```cpp
shadow = 1;
```

##### simulation

String:

See also [CfgVehicles_Config_Reference#simulation](../topics/CfgVehicles_Config_Reference.md#simulation)

```cpp
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](../topics/CfgVehicles_Config_Reference.md#sounds-various)

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

##### straightDistance

Float:

See also [CfgVehicles_Config_Reference#straightDistance](../topics/CfgVehicles_Config_Reference.md#straightdistance)

```cpp
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](../topics/CfgVehicles_Config_Reference.md#turning)

```cpp
turning = 1;
turning = 2;
turning = 5;
```

<sub>Source: [BI Community Wiki — CfgNonAIVehicles Config Reference](https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference) (revision 373241).</sub>
