Arma 3 Scripting

CfgWeapons Config Reference

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Introduction

cfgAmmo, cfgMagazines, cfgWeapons and cfgVehicles are root classes defined in the engine's config.bin.

These classes can be subsequently added to by addons inherit in the game or provided by oem.

cfgAmmo defines the missile characteristics for ammunition held in a cfgMagazine which, in turn, is used by a cfgWeapon, which, in turn, is selected for use in a (series of) cfgVehicles.

The same ammunition can be, and generally is, used by multiple magazines. The same magazine, can be, and generally is, used by multiple weapons. And so on.

cfgWeapons define the rifle e.g. characteristics. What muzzles it has, how many 'modes' (if any) it can use. What magazines are selectable.

Arma Enhancement

ArmA introduced a new root class, cfgMagazines.

In contrast, OFP uses a rather tedious construct in it is cfgWeapons class to distinguish between weapon and magazine parameters.

The major alterations here are:

OFP ArmA
ammo= moved to cfgMagazines
cost= moved to cfgMagazines
displayNameMagazine= moved to cfgMagazines and renamed DisplayName (of course)
magazines[] = {"this"}; magazines[] = {};
magazineType= moved to cfgMagazines and renamed Type
maxLeadSpeed= moved to cfgMagazines
minRange= moved FROM cfgAmmo
minRangeProbab=
midRange=
midRangeProbab=
maxRange=
maxRangeProbab=
scopeWeapon= renamed scope
scopeMagazine= moved to cfgMagazines and renamed scope
shortNameMagazine= moved to cfgMagazines and renamed descriptionShort?

Modifications

cfgWeapons {
    access = 1;
    ...

    //Weapon classes can be added.

    default {
        access = 3;
    }
    ...
}

Existing classes can (rarely) be altered.

The default class of cfgWeapons specifies access = 3;. Almost all subsequent classes inherit this value, which means they cannot be altered in any way.

To allow YOUR addon to subsequently modify YOUR weapon (should you wish to with other addons), you must change the access= in YOUR Weapon.

cfgWeapons can be a puzzling mess to the uninitiated.

The tokenpairs, their placement, and their constructs can be befuddled. This is not a reflection on BI, the ultimate class structure is very, very, adaptive, but, it does confuse.

Essentially, ArmA did open heart, and excellent, surgery to this class to distinguish between weapons and their magazines. OFP had a common weapon/magazine class with variables declaring what to use and when. Variables only relevant to OFP, are sometimes still encountered in ArmA, simply because, they do no harm.

Weapons come in two major flavors (with plenty of sub themes). A weapon either has, or does not have, a modes[] class or classes adding different behaviour like autofire, burst or single shot. Confusingly, a weapon with only one mode, is, equivalent to not declaring it at all. The tokens that would normally be in a modes class, are declared in the main body instead. This obfuscates what-goes-where.

Weapons can have different muzzles, adding a further layer of modelling.

The inherited tree structure for weapons vs their magazines, vs their ammo, is not always logical. This is a throwback to OFP which (for instance) inherited RPG Ammo from an AT3, but inherited the RPG weapon from a CarlGustav, and so on. The end result being identical and good, since offending parameters were altered as necessary - but it does confuse what a HellfireHind really is, depending on who you are (ammo vs mag vs weapon).

Modes

Some TokenNames are relevant only within a mode class (e.g. sound[]=), and stated as such.

All weapons, without exception, have at least one mode class.

By default, the inherited mode for a weapon is:

modes[] = {"this"};

Which means the engine will treat the main body as also being a mode class unless over-ridden.

Some weapons do not have a modes class specified, nor do they inherit a specified modes class via their parent(s). Under these circumstances, TokenNames stated to be ModeClass only must occur in the main body of that weapon (or it is parents) instead. The TokenNames themselves, remain, accurately described, as being mode class only.

Muzzles

Exact same comments as per Modes. By default the inherited muzzle for a weapon is:

muzzles[] = {"this"};

Parameters belonging in muzzles are stated as such.

Different muzzles are normally only encountered on grenade launcher weapons (?).

TokenNames

All engines accept integer values (or math strings) where a float would normally be expected.

Default values are shown in the legend.

Usage: OFP: generally moved to ArmA's cfgMagazines Class and often renamed, else simply renamed.

ArmA: Introduced from OFP:E and beyond. ModesClass: Any item marked as a ModeClass lives in a class Mode... body. It must be declared (or inherited) for each class. MuzzleClass: Any item marked as a MuzzleClass lives in a class Muzzle... body. It must be declared (or inherited) for each class. Normally, except for grenade launchers, the muzzle IS the mainbody. Blank: Used as described in both OFP, and, ArmA.

Dual Use TokenNames (such as picture=) moved to ArmA's cfgMagazines Class as appropriate.

Picture="[\][.pac]"

Defines WEAPON Picture and separately MAGAZINE Picture. OFP generally created two cfgWeapon classes. One for the weapon and one for the magazine. picture= was declared in each. In ArmA, the magazine picture name has been moved to the cfgMagazines class as appropriate.

Note that this is one of those irritating BI path snafu's (when if ever will they start using relative addressing?). The following notes apply to most picture= references, not just cfgWeapons.

  1. The DEFAULT extension is .pac. The engine accepts .pac or .paa, but .pac is not supposed to exist. A .paa must be explicitly declared.
  2. Path must explicitly have a \ leading.

This because in OFP it was possible to not declare any picture at all.

In which case (in OFP) the engine looks for the .paa file in \dta\dtaext\NameOfClass.paa

The ArmA engine appears to make a mess of it. Any picture reference without a preceding slash will look in a non-existent 'equip.pbo'

Specifically:

equip\w\w_your\path\name    // for weapons and
equip\m\m_your\path\name    // for mags

If no picture is specified, then like OFP, equip\w\w_NameOfClass is assumed.

Note also the 'convention' of naming weapon images with w_ and magazine images with m_ (and to a certain extent having data\equip file paths). This is rigidly followed in ArmA. In OFP, BI were inconsistent.

Types

type=WeaponHardMounted (ArmaOnly)

magazineType=None (OfpOnly)

weaponType=WeaponHardMounted (OfpOnly)

Integers (Note this value is often held as a math String)

Gear (equipment) selection consists of SlotTypes and one or more slot positions of that type.

This integer is a bit-field containing SlotType and count which defines which SlotType this item will occupy in gear selection and how many slots of that type it requires. It does NOT define which slot position to occupy, only the Type of Slot. Various engines will show this item in positions of their own choosing.

An item is defined as being a weapon, magazine, or equipment.

For ArmA, MagazineSlots and WeaponSlots are mutually exclusive. The classes occur in the cfgWeapons or cfgMagazines respectively. In OFP both types of class exist in cfgWeapons, and are often the same class. OFP does not have a Type=; instead, it uses WeaponType= and MagazineType= couplets. The end result, and the intent, is identical.

Important

Note: the quite serious alteration to SecondaryWeapon and Handgun mags that occurred in Arma. This to allow for an increased count field in Handgun Magazines.

Slot: SlotType value/nbits Example
Slot: SlotType OFP Arma Example
Either: NoSlot 0/0 same stroke is a weapon, but it occupies no slots
Weapon: PrimaryWeapon 1/1 same AK47
Weapon: HandGun 2/1 same CZ75
Weapon: SecondaryWeapon 16/1 4/1 LAW
Mag: HandGunMagazines 32/3 16/4 CZ75Mag or GLMag
Mag: MainMagazines 256/4 same AK47Mag or explosives
Weapon: BinocularSlot 4096/4 same Binoculars or NVG, LD etc.
Weapon: HardMounted 65536/1 same
Mag: SmallItems 131072/4 (Arma 2) map, compass, small items (derived from ItemCore)

The specific combination for machine guns normally occupy both weapon slots i.e. PrimaryWeapon + SecondaryWeapon.

Magazine Sizes

Architecturally, all bit-fields are counts. The fact that a PrimaryWeapon can only be 1, still makes it a count of that SlotType.

In practical terms magazines are the only item (warning: currently) to have bit-fields > 1.

Most weapons use a single slot to declare a single magazine.

Shell weapons such as the RPG require three slots to hold the magazine. OFP presented this by filling those slots with the image. Arma makes a mess of it with a somewhat ugly blank between slots. You are supposed to guess why it is blank.

No handgun magazine (currently) has a size > 1. This could change on e.g. a remote controlled explosive. The bit-field is larger for reasons explained in Joining the dots (below).

For MainWeapon Magazines, specific bit-field identities between 256 and 4096 are frequently represented textually as:

"1 * 256" // main mags
"2 * 256" // m60,pk,mortars
"3 * 256" // law , rpg
"4 * 256" // 6g30 4 slots needed
"6 * 256" // carlgustav,stinger 6 slots needed
"8 * 256" // mm1 all slots needed

And, of course, in Arma, these fields are only relevant in it is CfgWeapons.

CfgVehicles: Joining the dots

A vehicle, in this case a human or parachute, has it is equipment slots defined in it is cfgVehicles Class. The Weaponslots= bit-field declares whether or not a piece of equipment can be carried at all, and if so, how much, or max size of that equipment, measured in slots.

cfgVehicles.Weaponslots= is deceptively similar to cfgWeapons.Type= (and vice versa). Weaponslots= defines the carrying capacity for equipment, type= defines the size of that equipment.

Different humans have more or fewer slots than others. Clearly, medics, police, civilians and some resistance fighters, cannot carry heavy armament. They're either not trained to, or, they're already implicitly carrying medical packs. The disastrous ArmA completely destroyed this distinction. Arma 2 enhances the distinction a little more than OFP.

A generalised capacity declaration for humans is:

weaponSlots=
weaponSlots= PrimaryWeapon+ Can carry a Primary Weapon
weaponSlots= SecondaryWeapon+ Sometimes able to carry a Secondary or even heavier Weapon (LAW, MG, stinger)
weaponSlots= (4+6)*MainMagazines+ Can carry n*Magazines for these weapons (AK47Mag) (or max size of shell)
weaponSlots= HandGun+ Can carry a Handgun (e.g. Beretta)
weaponSlots= 2*WeaponSlotBinocular+ Can carry n*slots of equipment
weaponSlots= 4*HandGunMagazines+ Can carry n*Handgun Magazines (CZ75Mag)
weaponSlots= 12*SmallItems can carry n*slots of SmallItems (Arma 2)

These will later be filled out with specific weapons in the human's weapons[]= and magazines[]= arrays. Placing too many causes a ctdClarify.

Note that specific Arma 2 women can only carry magazines and small equipment (for their boyfriends?) and nothing else.

Magazine carrying ability altered markedly for Arma 2 vs OFP; it is the reason for the nasty change to the bit-field, and is as follows:

OFP Arma
Rifle Potential 15 15
Rifle Actual 4 to 10 2 to 12
Handgun Potential 7 15
Handgun Actual 4 4 or 8
Binoculars 1 or 2 0 to 2

Alphabetical Order

A

access=3

Type: Integer

#define ReadAndWrite 0        // any modifications enabled
#define ReadAndCreate 1        // only adding new class members is allowed
#define ReadOnly 2            // no modifications enabled
#define ReadOnlyVerified 3    // no modifications enabled, CRC test applied

aiBurstTerminable=false

Class: ModeClass

Type: Boolean

Description: AI firemode parameter, when true, AI will terminate burst when target is dead or out of sight

class CfgWeapons
{
    class LMG_RCWS : MGun
    {
        class close : manual
        {
            burst = 12;
            aiBurstTerminable = 1;
        };
    };
};

aiDispersionCoefX=1.0

Type: Float

Description: Dispersion multiplier for AI units (axis X - left to right).

aiDispersionCoefY=1.0

Type: Float

Description: Dispersion multiplier for AI units (axis Y - top-down).

aimTransitionSpeed=1.0

Type: Float

Description: Speed for switching between normal mode and iron sights/optics.

aiRateOfFire=5.0

Class: ModeClass

Type: Float

Description: Delay between shots at given aiRateOfFireDistance.

aiRateOfFireDistance=500

Class: ModeClass

Type: Integer

Description: At shorter distance delay (aiRateOfFire) goes linearly to zero.

aiRateOfFireDispersion=1

Class: ModeClass

Type: Float

Description: Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.

// randomized delay after shot
timeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>

allowedslots[]={}

Class: Arma3

Type: Array of Integer

Description: allowedSlots[] is an array of slot numbers where you may put the handweapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack

allowedslots[] = {701,901}; //item that can be put into vests and backpacks

ammo=""

Class: OFPModeClass

Type: String

Description: cfgAmmo class that this weapon fires. Moved to cfgMagazines in Arma.

ammo = "TimeBomb";

autoAimEnabled=true

Type: Boolean

Description: false for all standard weapons.

autoFire=false

Class: ModeClass

Type: Boolean

Description: If true, weapon will fire repeatedly all the while you hold the fire button down.

And if true the gunner can use the weapon on his own discretion (no commander fire order needed - like MG type).

autoReload=true

Type: Boolean

Description: If true weapon will be reloaded automatically once magazine is empty.

B

backgroundReload=false

Type: Boolean

Description: Weapon automatically reloads magazines without player intervention or animation.

ballisticsComputer=false

Class: Arma

Type: Boolean

Description: Weapon attempts to calculate and shift the aim-point to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. New updated information for A3: Targeting reference

burst=1

Class: ModeClass

Type: Integer

Description: Number of shots actually fired each time the weapon is fired.

burstRangeMax=12

Class: ModeClass

Type: Integer

Description: Randomized number of shots actually fired each time the weapon is fired. When > 0 number of shots will be randomize in range{burst, burstRangeMax};

C

cameraDir

Class: MuzzleClass

Type: String

cameraDir = "GL look";

canDrop=true

Type: Boolean

Description: Weapon can/not be dropped from Inventory Menu.

canDrop is poorly implemented. It is normally associated with true vehicles such as air. For humans nothing in the GUI panel suggests that you can't drop a weapon, and yet, hidden-from-view, the drop action has no effect. canDrop should have also been implemented in cfgMagazines, but isn't. You can always drop the magazine, and yet, for some weapons, such as a laser designator, this is nonsensical.

canLock=2

Type: Integer

Description: Defines if weapon can be locked on the target (white box appears).

#define LockNo        0
#define LockCadet    1
#define LockYes        2

cartridgePos="nabojnicestart"

Type: String

cartridgeVel="nabojniceend"

Type: String

count=0

Class: OFP

Type: Integer

Description: Number of shots weapon starts with. Moved to cfgMagazines in Arma.

cursor=""

Class: Arma

Type: String

cursor="w_weapon"

Class: OFP

Type: String

cursorAim=""

Class: Arma

Type: String

cursorAim = "\ca\Weapons\Data\cursor_target_locked_ca.paa";

cursorAim="w_lock"

Class: OFP

Type: String

cursorAimOn=""

Class: Arma

Type: String

cursorSize=1.0

Class: Arma

Type: Float

D

dexterity=3.1

Type: Float

Description: In-game weapon handling value, lower value = takes more time to traverse a weapon.

dexterity = 3.1;

dispersion=0.002

Class: ModeClass

Type: Float

Description: In-game weapon dispersion in radians. Bigger value = more dispersion.

displayName=""

Class: MainBody

Type: String

Description: Name of the WEAPON. Declared in the main body. This string is shown in gear selection as the rifle's name.

Class: ModeClass

Description: Name of the MODE. In every mode class. This string is shown in-game when selecting burst, single, auto etc.

A weapon that only has a single mode normally has the same displayname, repeated in the mode class. But, repeated, it must be.

A weapon with no modes (modes={"this"); uses the weapon name for both.

Class: MuzzleClass

Description: Name of the MUZZLE. In every muzzle class.

This string is shown in-game similar to burst, single, auto etc.

It is quite common for one of the muzzle classes to inherit a basic rifle muzzle, in which case, the name of the muzzle for THAT class is the inherited weapon name.

A weapon with no muzzles i.e. muzzles={"this"}; uses the weapon name.

displayNameMagazine=""

Class: OFP

Type: String

Description: displayname of the magazine in gear selection. Replaced in Arma via the cfgMagazines Class.

See also shortNameMagazine and descriptionShort

distanceZoomMax=400

Type: Integer

Description: Zeroing distance at opticsZoomMax.

distanceZoomMin=400

Type: Integer

Description: Zeroing distance at opticsZoomMin.

descriptionShort=""

Class: Arma

Type: String

Description: A paragraph or two describing the rifle in bottom left panel of in-game gear selection.

This is NOT equivalent of OFP's short label (shortNameMagazine). THAT descriptionShort exists in cfgMagazines.

drySound[]={"",1,1}

Type: Array of Integer

Description: Click sound when empty weapon fired.

drySound[] = {"\ca\Weapons\Data\Sound\XMS_dry_v2", 0.000316228, 1};

E

enableAttack=true

Type: Boolean

emptySound[]={"",1,1}

Class: Arma

Type: Array of Integer

F

ffCount=1

Class: ModeClass

Type: Integer

Description: Force feedback.

ffFrequency=1

Class: ModeClass

Type: Float

Description: Force feedback.

ffMagnitude=0.0

Class: ModeClass

Type: Float

Description: Force feedback.

fireLightDuration=0.05

Class: Arma

Type: Float

Description: Duration of light from muzzle flash.

fireLightIntensity=0.012

Class: Arma

Type: Float

Description: Intensity of light from muzzle flash.

flash=""

Type: String

flash = "gunfire";

flashSize=0.0

Class: ModeClass

Type: Float

Description: OFP only?

forceOptics=0

Type: Integer

Description: Valid values: 0, 1, 2 as per canLock.

H

handAnim[]={}

Class: Arma

Type: Array of Integer

I

initSpeed=0

Type: Integer

Description: Initial speed of shot in meters per second. Also present in cfgMagazines.

initSpeed = 900;

In OFP this must be set in the class of the magazine, not that of the weapon.

In A3 this has multiple usages. positive values override magazine initspeed with the fixed number. Negative values act as modifier to the magazine's initispeed.

initSpeed = 1050; //overwrites magazine's value with 1050m/s
initSpeed = -1.1; //multiplies magazine's value by +1.1

L

laser=false

Class: Arma

Type: Boolean

Description: If the weapon is a laser designator, this should be true.

libTextDesc

Class: ArmaClass

Type: String

class Library {
    libTextDesc = "The P07 is a semi-automatic pistol with an iron and reinforced polymer mix frame. Following the success of Glock, polymer based pistols became known as perfect handguns for both military use and self-defense and are available in various calibers. P07 allows easy mounting of suppressors.";
};

M

magazineReloadTime=0

Class: MuzzleClass

Type: Float

Description: Time delay when reloading the weapon (changing magazines).

magazines[]={"this"}

Class: OFP

Type: StringArray

Description: Array of magazine classes compatible with this weapon. This same Weapon class in cfgWeapons if not over-ridden.

magazines[]={}

Class: Arma

Type: StringArray

Description: These are declared here, same as OFP, but defined in cfgMagazines.

Note, with extreme caution: Unlike OFP, you cannot have identically named magazine classes. The in-game gear selection panel gets confused. Safe bet is to call all your magazine classes "[rifle]Mag".

maxLeadSpeed=50

Class: OFP

Type: Integer

Description: Maximum speed of the target that can be shot with this weapon by AI. Moved to cfgMagazines in Arma.

min/mid/maxRange...

Class: ArmaModeClass

Type: Integer

Description: Together with range and rangeProbab values, defines probability to use this weapon for AI units at given distance.

For OFP these parameters were specified in cfgAmmo, rendering all rifles the same.

minRange=1

Type: Integer

minRangeProbab=0.3

Type: Float

midRange=150

Type: Integer

midRangeProbab= 0.58

Type: Float

maxRange=500

Type: Integer

maxRangeProbab=0.04

Type: Float

magazineType=0

Class: OFP

Type: Integer

Description: See Types below.

memoryPointCamera="eye"

Class: Arma

Type: String

Description: MuzzleClass

memoryPointCamera = "GL eye";

model="[.p3d]"

Type: String

model = "\ca\a10\AGM65";

modelMagazine="[.p3d]"

Class: Arma

Type: String

modelMagazine="\misc\mag_univ"

Class: OFP

Type: String

modelOptics="[.p3d]"

Class: MuzzleClass

Type: String

Description: Optic model used in game. "-" defines 3d view from the model (point "eye").

modelOptics = "\ca\Weapons\G36_optics";
modelOptics = "-";

modelSpecial=[.p3d]""

Type: String

Description: Model used when the weapon is loaded. This is typically only used for rocket launchers.

modes[]= {"this"}

Type: String; Type: Array of Integer

Description: Anything you care to claim as a class xxx.

modes[]= {"this"}; means all parameters necessary for the one and only mode are declared within the main body. Note this also gives the order of selection using the control key in-game.

modes[] = {"single", "burst", "auto"};

multiplier=1

Class: ModeClass

Type: Integer

Description: Ammunition used per shot.

muzzleEnd="konec hlavne"

Type: String

muzzlePos="usti hlavne"

Type: String

muzzles[]={"this"}

Type: Array of Integer

Description: Similarly to modes, if not declared, the assumed muzzle is "this".

muzzles[] = {"TimeBombMuzzle", "PipeBombMuzzle", "MineMuzzle", "MineEMuzzle"}; //Standard definition
muzzles[]+={"my_custom_muzzle"}; // When you want to add something to an already existing array (e.g. Muzzles to the "throw" weapon class)

N

nameSound=""

Type: String

Description: Sound classname played when vehicle commander switches to this weapon?

nameSound = "smokeshell";

nameSound="weapon"

Class: OFP

Type: String

nFovLimit=0.05

Class: Arma2

Type: Float

Description: Defines when UI indicator switches from WFOV to NFOV. See Titan/Javelin UI

O

optics=true

Type: Boolean

opticsDisablePeripherialVision=0.67

Class: Arma

Type: Float

Description: Factor by which peripheral vision is reduced while using this optic. 0 has no effect and 1 disables it completely.

opticsFlare=false

Type: Boolean

Description: Decides if lens flare should be shown while using this optic.

opticsPPEffects[] = {"OpticsCHAbera5", "OpticsBlur5"}

Class: Arma

Type: Array of Integer

Description: Post-process effects applied while using this optic.

opticsZoomInit= 0.75

Class: MuzzleClass

Type: Float

Description: Optics field of view at default zoom in radians.

opticsZoomMax=1.1

Class: MuzzleClass

Type: Float

Description: FOV in radians. This and opticsZoomMin are counterintuitively named. opticsZoomMax is the maximum FOV, which actually makes it the minimum zoom.

opticsZoomMin=0.375

Class: MuzzleClass

Type: Float

P

picture="[\][.pac]"

Type: String

Description: Defines weapon and magazine. See below.

primary=10

Type: Integer

R

recoil="Empty"

Class: ModeClass

Type: String

Description: Selects recoil defined in cfgRecoils class. Arma differs substantially in Recoil ability; much more of them, and very different names.

recoil = "AK74Recoil"

recoilProne=""

Class: ArmaModeClass

Type: String

Description: When prone, recoil can be set to slower values.

recoilProne = "AK74Recoil"

reloadAction=""

Class: Arma

Type: String

Description: Enumerated list.

reloadAction="ManActReloadMagazine"

Class: OFP

Type: String

reloadMagazineSound[]={"",1,1}

Class: MuzzleClass

Type: Array of Integer

Description: Sound played while changing magazines.

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1};

reloadSound[]={"",1,1}

Type: Array of Integer

Description: Sound played after each shot.

reloadSound[] = {"\ca\Weapons\Data\Sound\gun125reload", 1, 1};

reloadTime=1.0

Class: ModeClass

Type: Float

Description: Delay (in seconds) between each individual shot.

requiredOpticType=-1

Class: ModeClass

Type: Integer

Description: Required opticType for AI to be able to use this fire mode. It is mainly use to increase maximum engagement distance of AI depending on the optics it has mount on its rifle

        class single_close_optics1 : Single // This optic mode will be used if AI unit has optic mounted on this weapon with opticType >= 1. AI will engage between
        {
            requiredOpticType = 1;
            showToPlayer = 0;
            minRange = 2;
            minRangeProbab = 0.05;
            midRange = 300;
            midRangeProbab = 0.8;
            maxRange = 500;
            maxRangeProbab = 0.01;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 300;
        };
        class single_medium_optics1 : single_close_optics1 // Same as single_close_optics1 - requiredOpticType is inherited and therefore opticType >= 1 is required
        {
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 500;
            midRangeProbab = 0.7;
            maxRange = 700;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 500;
        };
        class single_far_optics1 : single_medium_optics1 // this optic mode will be only used if AI unit has optic with opticType = 2 mounted. With this fire mode AI will engage enemies up to 1km
        {
            requiredOpticType = 2;
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 700;
            midRangeProbab = 0.5;
            maxRange = 1000;
            maxRangeProbab = 0.05;
            aiRateOfFire = 4;
            aiRateOfFireDistance = 600;
        };

S

scope=0

Class: Arma

Type: Integer

Description: OFP had no scope token. Instead, it used scopeWeapon and scopeMagazine to distinguish who was what and when used.

2 = can use in-game, with a picture in gear present. 1 = can use in-game with no picture in gear.

scopeWeapon=0

Class: OFP

Type: Integer

scopeMagazine=0

Class: OFP

Type: Integer

Description: Used as couplets instead of scope.

selectionFireAnim="zasleh"

Class: Arma

Type: String

Description: This defines the selection name for muzzleflash proxy. In czech the word "zasleh" is muzzleflash.

shortNameMagazine=""

Class: OFP

Type: String

Description: The descriptive magazine paragraph. Replaced in Arma by descriptionShort in the cfgMagazines Class.

shotFromTurret=false

Class: OFP

Type: Boolean

Description: If true, it disables the muzzle flash completely ("zasleh" animation), and only smoke puffs are used. It also disables the lighting effects when firing the weapon at night. It only works with weapons defined as vehicle weapons. This value also dictates whether to use the legacy turret gunBeg/gunEnd settings (when shotFromTurret = 1), or the memoryPointGun[] array for tracer paths (when shotFromTurret = 0).

showAimCursorInternal=true

Class: Arma

Type: Boolean

showEmpty=true

Type: Boolean

Description: If false weapon gets hidden from the player once there's no ammo left for it.

showHandgunMagProxy (Arma 3)

Type: Boolean

Description: Vest config. Default 1. Renders magazine proxy when gun is in its holster.

showHolsterMagazineProxy (Arma 3)

Type: Boolean

Description: Weapon config. Default 1. Renders magazine proxy when gun is in its holster.

showSwitchAction=false

Class: Arma

Type: Boolean

Description: Show an option to switch to this weapon in the action menu.

showToPlayer=true

Class: ModeClass

Type: Boolean

Description: Some modes defined for AI usage (e.g. burst modes for full auto weapons) can be hidden from player with this parameter.

simulation="Weapon"

Class: Arma

Type: String

sound[]={"",1,1}

Class: ModeClass

Type: Array of Integer

Description: There are several sound types. Most are relevant to the weapon overall and specified in the main body, whilst sound[]= is specific to each mode.

The last parameter defines how fast the sound should be played. 1 means normal speed.

sound[] = {"\ca\Weapons\Data\Sound\AGS30_shot1", 10, 1};

soundBurst=true

Class: ArmaModeClass

Type: Boolean

Description: When set to false, the single shot sound can be used with burst mode - it will be played several times.

soundContinuous=false

Class: ModeClass

Type: Boolean

Description: If true, the sound for the next shot won't start before previous one ends. Thus you can prevent sound overlapping.

soundBegin[]={"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}

Class: ArmaModeClass

Type: Array of Integer

Description: The weapon's "firing" sound. An array of sounds and probabilities.

begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 1, 1, 700};
begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 1, 1, 700};
begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 1, 1, 700};
soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.33}

soundBullet[]={"emptySound",1}

Class: ArmaModeClass

Type: Array of Integer

Description: The sound made when spent cases hit the ground

bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15};
bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15};
bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15};
soundBullet[] = {"bullet1", 0.33, "bullet2", 0.33, "bullet3", 0.33}

soundEnd[]={"sound",1}

Class: ArmaModeClass

Type: Array of Integer

soundLoop[]={"sound",1}

Class: ArmaModeClass

Type: Array of Integer

Description: Note that there is extensive use of soundloops in Arma. Most weapons elaborate on this basic, essentially OFP, structure with begin 1, 2, 3 loops etc.

soundFly[]

Type: Array of Integer

soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", 25.1189, 0.8};

soundServo[]

Type: Array of Integer

soundServo[] = {"", 0.0001, 1};

T

Type=WeaponHardMounted

Class: Arma

Type: Integer

Description: See WeaponHardMounted

U

UiPicture="[\][.pac]"

Class: Arma

Type: String

Description: Image used in the commander's interface to indicate weapon loadout of a unit.

"\CA\weapons\data\Ico\i_aa_CA.paa";

uiPicture="ivojak"

Class: OFP

uiModel="[.p3d]"

Type: String

Description: Works only with watch & compass items (simulationWatch/simulationWatch). Replaces model which is visible in inventory with custom one.

class ItemCompassRU : ItemCompass
{
    UImodel = "\A3\ui_f\objects\CompassRU.p3d";
};
class ItemWatchRU : ItemWatch
{
    UImodel = "\A3\ui_f\objects\WatchRU.p3d";
};

useAction=false

Class: ModeClass

Type: Boolean

Description: Allows this mode to be activated with the action menu

useActionTitle=""

Class: ModeClass

Type: String

Description: Action title if useAction is true

useActionTitle = "$STR_ACTION_PUTBOMB";

useAsBinocular=false

Type: Boolean

V

value=2

Class: Arma

Type: Integer

valueMagazine=2

Class: OFP

Type: Integer

valueWeapon=2

Class: OFP

Type: Integer

W

weaponType=WeaponHardMounted

Class: OFP

Type: Integer