Jesters
Config.cpp list for not quite dummies v1.1
CfgAmmo
hit=0 //how painful a direct hit is
indirectHit=0 //how painful an indirect hit is
indirectHitRange=1 //the range in metres where
‘indirectHit’ is effective
//this
is used to set the range of the bullet (mainly good for ai, for example the
//maximum range the ai will shoot is 450 metres)
minRange=0.500000;
minRangeProbab=0.500000;
midRange=100
midRangeProbab=0.800000;
maxRange=450
maxRangeProbab=0.050000;
visibleFire=0; // how visible to the ai the weapon is
audibleFire=0; // how noisy it is
visibleFireTime=0; // how long is it visible for
model="";//the path of the model for the
bullet, shell, etc
simulation=""; //the type of gamestate, ie
‘shotBullet’ for normal rifles
maxSpeed=0 //maxiumum speed at which the bullet can
travel
cartridge=""; //model of the expelled
cartidge from a gun, ie ‘FxCartridge’
explosive=1 //if true the bullet explodes on impact
airLock=1 //if the target is airbourne and worth
shooting ,(ie it isn’t too strong) the ai will fire apon it
manualControl=0 //if true the player can have control
over the missile they just fired
maxControlRange=350 // the range in metres that you
can control the missile
maneuvrability=1.000000; //how easy it is to move, 15
is nice and maneuvrable but higher values make it jump around
thrustTime=1.500000;
//how many seconds the thrust is applied to the
missile (the shorter the time the more quickly it falls out of the air)
thrust=210 //how much thrust in m/s, ie 50 is very
slow and 1000 is very fast
//colour
of the bullet’s tracer and trail {Red,Green,Blue,Alpha} (thanks dreaming_adam).
This example is a very visible blue tracer
tracerColor[]={0.000000,0.000000,1.000000,1.000000};
tracerColorR[]={0.000000,0.000000,1.000000,1.000000};
//sounds
when bullet hits land,objects,people,etc
hitGround[]={"soundHit",1};
hitMan[]={"soundHit",1};
hitArmor[]={"soundHit",1};
hitBuilding[]={"soundHit",1};
class CfgWeapons
//whether
the weapon and magazine are for, private=0, protected=1, or public=2 use
scopeWeapon=0
scopeMagazine=0
ammo=""; //the name of the bullet used with the weapon or magazine,
ie ‘BulletsingleW’
//
special flashpoint types, no need to change
weaponType=65536
magazineType=0
displayName="";
//the name name of this weapon that is displayed on
screen
displayNameMagazine=""; //the on screen name
of the weapon’s magazine
nameSound="weapon"; //sound the soldier uses
to descibe the weapon, ie ‘two pick up weapon’
count=1 //I think this is how much the weapon takes up
in the players inventory (setting to 0 may cause the weapon not to work)
burst=1 //when you press fire this is how many bullets that are
expelled at once
magazineReloadTime=0 //if autoreload is 1 the time in
seconds it takes your mag to reload
reloadTime=1.000000; //time it takes for a single
bullet to fire (ie 0.00001 is a very fast fire rate, 2.00000 is a very slow
fire rate
sound[]={"",1,1};
//loacation of the sound played when the bullet is
fired
soundContinuous=0 //if true then the sound will
continually play while you are shooting
drySound[]={"",1,1}; // loacation of the
sound played when you have no more bullets, but try to shoot anyway
reloadSound[]={"",1,1}; //Sound of each
bullet loading (usually nothing)
reloadMagazineSound[]={"",1,1}; // loacation
of the sound played when you reload your weapon
initSpeed=0 //the speed at which your bullet will
travel (ie 100 is very slow with little range and 5000 is almost instant)
flash=""; //picture used for the flash made
by your gun when you fire
flashSize=0 //how big the flash actually is
dispersion=0.002000; //the spread over distance your
bullet will make (ie 0.00000 is precise, 5.00000 is very inaccurate)
canLock=2 //what you can lock onto,
0=nothing,1=vehicles,2=vehicles and aircraft
recoil="Empty"; //recoil type for your
weapon, ie ‘rifflesilenced’
model=""; //path of the model of your gun
modelSpecial=""; //used for mortars, etc
modelOptics=""; //the picture of your scope
when zoomed in
optics=1 //if true then your weapon can use optics
//self
explainatory, the higher the distanceZoomMax value the more you can zoom in and
out (flashpoint does have a certain limit to distanceZoomMax)
opticsZoomMin=0.350000;
opticsZoomMax=0.350000;
distanceZoomMin=400
distanceZoomMax=400
autoFire=0 //if true your weapon will fire like a machine gun
autoReload=1 //magazines reload themseleves (used with
‘MagazineReloadTime’)
reloadAction="ManActReloadMagazine"; //animation
used when you reload
magazines[]={"this"}; //what magazines the
weapon can have
modes[]={"this"}; //modes availible such as
‘Single’ and ‘Full Auto’
class CfgVehicles
side=3 //whose side are you on, East = 0, West = 1, Resistance = 2,
Civilian = 3
displayName="Mr Ed "; //name shown on screen
nameSound="target"; //ie ‘two attack target’
camouflage=2 //how well the ai can see you (doesn’t
work against human players) 10 is very visible, 0.1 is almost invisible to them
audible=1 //how loud you are, setting to 0.0001 means you can sneak up
on enemys
model="bmp"; //model of what you look like
armor=100 //how strong the vehicle or soldier is
armorLights=0.400000; //self explainatory
fuelCapacity=0 //how much fuel do you have
extCameraPosition[]={0,2,4294967276}; //self
explainatory {x,y,z} position
preferRoads=0 //if true the ai will use roads instead
of taking short cuts
nightVision=0 //does the vehicle have night vision
maxSpeed=80 //maximum speed in km/h for the vehicle
hasDriver=1 //self explainatory
hasGunner=0 //self explainatory
hasCommander=0 //self explainatory
getInRadius=2.500000; //distance from vehicle where
getting in is possible
/////////////////////////////
cost=1000; //(ok I’m pretty sure I’ve figured it out)
this value determines how much of a threat you are to the AI over other units
around you, ie setting cost to 1 will make you the least targeted, setting it
to 999999 will make you the most targeted unit around
////////////////////////////
crew="SoldierECrew";
//the type of unit inside a vehicle, ie this is the tank
crew inside a BMP
threat[]={1,0.900000,0.100000}; // how
threatening you are to unit types {Soft, Armor, air}, respectivly
weapons[]={"m16","Throw","Put"}; // class names of the weapons your inventory. Note ‘Throw’
is required for handgrenades and ‘Put’ is required for satchel charges
magazines[]={"m16"," m16","Handgrenade"}; // class names of the magazines your inventory. Note: most
flaspoint magazines have the same name as the weapon
animated=1 //the model is animated
mapSize=10 //how much the object takes up on
the map, ie a table = 0.7 and a car = 5
vehicleClass="Car"; // in the editor
which menu will this appear under, ie Car,Objects,Support,etc
accuracy=0 //how hard it is to recognise the
unit’s type, lower is easier
minFireTime=20 //ai will shoot at one target
for at least this amount of time
formationX=10 //spacing of units in formation,
Y value
formationZ=20 //spacing of units in formation,
X value
irScanRange=0 //(Im pretty sure) the range of
the little radar you have in game (for tank commander or pilot, etc)
irScanGround=1 //does the radar pick up ground
units
//For
people only
armorHead=0.700000; //how strong your head is
armorBody=0.800000; //how strong your body is
armorHands=0.500000; //how strong your hands are
armorLegs=0.500000; //how strong your Legs are
canHideBodies=0 //if true the "Hide
Body" action is availible to your soldier like a Black Op
//stay
tuned, more to come