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