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glynn0

config example

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Did BIS release an example of the config changes needed for addons in Arma 2 vice Arma

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No details have been released as yet, but if you use the unrap tool on any of the BIS configs you can see the changes. Major changes I can see are the addition of a new method of doing sound.

In case you're having trouble with them, I'll post the A10's one below:

// config_a10.bin - 23:01:53 06/29/09, generated in 0.03 seconds

// Generated by unRap v1.06 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

enum {

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

DESTRUCTNO = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgMovesBasic {

class DefaultDie; // External class reference

class ManActions {

A10_Pilot = "A10_Pilot";

};

};

class CfgMovesMaleSdr : CfgMovesBasic {

class States {

class Crew; // External class reference

class KIA_A10_Pilot : DefaultDie {

actions = "DeadActions";

speed = 0.5;

looped = false;

terminal = true;

file = "\ca\A10\Data\Anim\KIA_A10_Pilot.rtm";

connectTo[] = {"DeadState", 0.1};

};

class A10_Pilot : Crew {

file = "\ca\A10\Data\Anim\A10_Pilot.rtm";

interpolateTo[] = {"KIA_A10_Pilot", 1};

};

};

};

class CfgPatches {

class CAA10 {

units[] = {A10};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAAir", "CACharacters2", "CAWeapons"};

};

};

class CfgVehicles {

class Air; // External class reference

class Plane : Air {

class ViewPilot; // External class reference

};

class A10 : Plane {

destrType = "DestructWreck";

scope = public;

displayName = $STR_DN_A10;

vehicleClass = "Air";

model = "\ca\A10\A10.p3d";

picture = "\ca\A10\data\Picture_A10_CA.paa";

icon = "\ca\A10\data\Icon_A10_CA.paa";

mapSize = 17;

side = TWest;

faction = USMC;

crew = "USMC_Soldier_Pilot";

camouflage = 10; // how dificult to spot - bigger - better spotable

audible = 6; // audible - bigger - better heard

accuracy = 0.2; // accuracy needed to recognize type of this target

supplyRadius = 8;

laserScanner = true;

minFireTime = 10; // minimal time spent firing on single target

driverAction = "A10_Pilot";

gunAimDown = 0.07;

hiddenSelections[] = {"Camo1", "Camo2"};

hiddenSelectionsTextures[] = {"\ca\a10\data\a10_01_co.paa", "\ca\a10\data\a10_02_co.paa"};

weapons[] = {GAU8, "MaverickLauncher", "SidewinderLaucher_AH1Z", "BombLauncherA10", "FFARLauncher_14"};

magazines[] = {"1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Sidewinder_AH1Z", "4Rnd_GBU12", "14Rnd_FFAR"};

soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", db-25, 1};

soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", db-25, 1, 40};

soundDammage[] = {"ca\sounds\Air\AV8\int\alarm_loop1", 0.01, 1};

soundEngineOnInt[] = {"ca\sounds\Air\AV8\int\int-av8b-start-1", 0.562341, 1.0};

soundEngineOnExt[] = {"ca\sounds\Air\AV8\ext\ext-jetair-start1", 0.562341, 1.0, 550};

soundEngineOffInt[] = {"ca\sounds\Air\AV8\int\int-av8b-stop-1", 0.562341, 1.0};

soundEngineOffExt[] = {"ca\sounds\Air\AV8\ext\ext-jetair-stop1", 0.562341, 1.0, 550};

class Sounds {

class EngineLowOut {

sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-engine-low1", 2.23872, 1.2, 700};

frequency = "1.0 min (rpm + 0.5)";

volume = "engineOn*(rpm factor[0.85, 0])";

};

class EngineHighOut {

sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-engine-high3", 2.23872, 1.6, 700};

frequency = "1";

volume = "engineOn*(rpm factor[0.55, 1.0])";

};

class ForsageOut {

sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-forsage1", 2.23872, 1.1, 1800};

frequency = "1";

volume = "engineOn*(thrust factor[0.5, 1.0])";

cone[] = {3.14, 3.92, 2.0, 0.5};

};

class WindNoiseOut {

sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1", 0.562341, 1.0, 100};

frequency = "(0.1+(1.2*(speed factor[1, 150])))";

volume = "(speed factor[1, 150])";

};

class EngineLowIn {

sound[] = {"ca\sounds\Air\AV8\int\int-av8b-engine-low", db-10, 1.0};

frequency = "1.0 min (rpm + 0.5)";

volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))";

};

class EngineHighIn {

sound[] = {"ca\sounds\Air\AV8\int\int-av8b-engine", db-10, 1.0};

frequency = "1";

volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))";

};

class ForsageIn {

sound[] = {"ca\sounds\Air\AV8\int\int-av8b-forsage-1", db-10, 1.1};

frequency = "1";

volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))";

};

class WindNoiseIn {

sound[] = {"ca\sounds\Air\AV8\int\int-jetair-wind1", db-10, 1.0};

frequency = "(0.1+(1.2*(speed factor[1, 150])))";

volume = "(1-camPos)*(speed factor[1, 150])";

};

};

// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types

threat[] = {1, 1, 1};

class Reflectors {

class Left {

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

};

// internal camera viewing limitations

class ViewPilot : ViewPilot {

initFov = 1;

minFov = 0.3;

maxFov = 1.2;

initAngleX = 0;

minAngleX = -40;

maxAngleX = 85;

initAngleY = 0;

minAngleY = -150;

maxAngleY = 150;

};

armor = 75;

damageResistance = 0.00485;

armorStructured = 1;

maxSpeed = 720; // max speed on level road, km/h

landingAoa = "rad 10";

landingSpeed = 220;

flapsFrictionCoef = 0.3;

aileronSensitivity = 1; // relative aileron sensitivity

elevatorSensitivity = 0.8; // relative elevator sensitivity

envelope[] = {0.0, 0.1, 0.65, 2.2, 3.7, 5.3, 6.0, 5.5, 5.6, 4.8, 3.6, 1.8, 0};

gearUpTime = 4.5;

gearDownTime = 3;

class Damage {

tex[] = {};

mat[] = {"ca\a10\data\a10_skla.rvmat", "ca\a10\data\a10_skla_damage.rvmat", "ca\a10\data\a10_skla_damage.rvmat", "ca\a10\data\a10_cockpit_glass_in.rvmat", "ca\a10\data\a10_cockpit_glass_in_damage.rvmat", "ca\a10\data\a10_cockpit_glass_in_damage.rvmat", "ca\a10\data\A10_01.rvmat", "ca\a10\data\A10_01_damage.rvmat", "ca\a10\data\A10_01_destruct.rvmat", "ca\a10\data\A10_02.rvmat", "ca\a10\data\A10_02_damage.rvmat", "ca\a10\data\A10_02_destruct.rvmat"};

};

class Library {

libEnable = 0;

libTextDesc = $STR_LIB_A10;

};

class Eventhandlers {

init = "_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf"";";

fired = "_this call BIS_Effects_EH_Fired;";

killed = "_this call BIS_Effects_EH_Killed;";

};

class MFD {

class AirplaneHUD {

topLeft = "HUD LH";

topRight = "HUD PH";

bottomLeft = "HUD LD";

borderLeft = 0;

borderRight = 0;

borderTop = 0;

borderBottom = 0.1;

color[] = {0, 1, 0, 0.1};

class Pos10Vector {

type = "vector";

pos0[] = {0.5, 0.32};

pos10[] = {0.5+0.57, 0.32+0.62};

};

class Bones {

class AGLMove1 {

type = "linear";

source = "altitudeAGL";

min = 0;

max = 100;

minPos[] = {0.85, 0.3};

maxPos[] = {0.85, 0.3};

};

class AGLMove2 {

type = "fixed";

pos[] = {0.05, 0.8};

};

class ASLMove1 {

type = "linear";

source = "altitudeASL";

min = 0;

max = 500;

minPos[] = {0.1, 0.1};

maxPos[] = {0.1, 0.8};

};

class ASLMove2 {

type = "fixed";

pos[] = {0.1, 0.8};

};

class VertSpeed {

type = "linear";

source = "vSpeed";

min = -25;

max = 25;

minPos[] = {0, -0.4};

maxPos[] = {0, 0.4};

};

class SpdMove2 {

source = "speed";

min = 33;

max = 200;

type = "linear";

minPos[] = {0.245, 0.3};

maxPos[] = {0.245, 0.3};

};

class ILS {

type = "ils";

pos0[] = {0.5, 0.4};

pos3[] = {0.7, 0.6};

};

class WeaponAim : Pos10Vector {

type = "vector";

source = "weapon";

pos10[] = {0.5+0.57, 0.24+0.69};

pos0[] = {0.505, 0.3};

};

class Target : Pos10Vector {

source = "target";

};

class TargetDistanceMissile {

type = "rotational";

source = "targetDist";

center[] = {0, 0};

min = 100;

max = 3000;

minAngle = -120;

maxAngle = 120;

};

class TargetDistanceMGun {

type = "rotational";

source = "targetDist";

center[] = {0, 0};

min = 100;

max = 1000;

minAngle = -180;

maxAngle = 90;

};

class Level0 : Pos10Vector {

type = "horizon";

angle = 0;

};

class LevelP5 : Level0 {

angle = 5;

};

class LevelM5 : Level0 {

angle = -5;

};

class LevelP10 : Level0 {

angle = 10;

};

class LevelM10 : Level0 {

angle = -10;

};

class LevelP15 : Level0 {

angle = 15;

};

class LevelM15 : Level0 {

angle = -15;

};

class Velocity : Pos10Vector {

type = "vector";

source = "velocity";

};

class PlaneW {

type = "fixed";

pos[] = {0.51, 0.31};

};

};

class Draw {

alpha = 0.6;

color[] = {0, 1, 0};

clipTL[] = {0.0, 0.05};

clipBR[] = {1.0, 0.75};

class DimmedBase {

alpha = 0.3;

class AltitudeBase {

type = "line";

points[] = {{"AGLMove2", 1}, {"ASLMove2", 1}};

};

};

class Speed {};

class SpeedNumber {

type = "text";

align = "right";

scale = 1;

source = "speed";

sourceScale = 1.943;

pos[] = {"SpdMove2", {-0.05, -0.03}, 1};

right[] = {"SpdMove2", {0.01, -0.03}, 1};

down[] = {"SpdMove2", {-0.05, 0.03}, 1};

};

class Altitude {

type = "text";

align = "left";

scale = 1;

source = "altitudeAGL";

sourceScale = 1;

pos[] = {"AGLMove1", {-0.05, -0.03}, 1};

right[] = {"AGLMove1", {0.01, -0.03}, 1};

down[] = {"AGLMove1", {-0.05, 0.03}, 1};

};

class PlaneW {

class Velocity {

type = "line";

points[] = {{"Velocity", {0+0.005, -0.02}, 1}, {"Velocity", {0.02+0.005, 0}, 1}, {"Velocity", {0+0.005, 0.02}, 1}, {"Velocity", {-0.02+0.005, 0}, 1}, {"Velocity", {0+0.005, -0.02}, 1}};

};

};

class Missile {

condition = "missile";

class Circle {

type = "line";

points[] = {{"WeaponAim", {0, -0.1}, 1}, {"WeaponAim", {+0.7*0.1, -0.7*0.1}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {+0.7*0.1, +0.7*0.1}, 1}, {"WeaponAim", {0, 0.1}, 1}, {"WeaponAim", {-0.7*0.1, +0.7*0.1}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.7*0.1, -0.7*0.1}, 1}, {"WeaponAim", {0, -0.1}, 1}, {}, {"WeaponAim", {0.1*0.8*sin(-120), -0.1*0.8*cos(-120)}, 1}, {"WeaponAim", {0.1*1.2*sin(-120), -0.1*1.2*cos(-120)}, 1}, {}, {"WeaponAim", {0.1*0.8*sin(+120), -0.1*0.8*cos(+120)}, 1}, {"WeaponAim", {0.1*1.2*sin(+120), -0.1*1.2*cos(+120)}, 1}, {}, {"WeaponAim", 1, "TargetDistanceMissile", {0, 0.1*0.8}, 1}, {"WeaponAim", 1, "TargetDistanceMissile", {0, 0.1*1.2}, 1}};

};

class Target {

type = "line";

points[] = {{"Target", {-0.05, -0.05}, 1}, {"Target", {0.05, -0.05}, 1}, {"Target", {0.05, 0.05}, 1}, {"Target", {-0.05, 0.05}, 1}, {"Target", {-0.05, -0.05}, 1}};

};

};

class Horizont {};

class ILS {

condition = "ils";

class Glideslope {

clipTL[] = {0.29, 0.29};

clipBR[] = {0.71, 0.71};

class ILS {

type = "line";

points[] = {{ILS, {-10, 0}, 1}, {ILS, {10, 0}, 1}, {}, {ILS, {0, -10}, 1}, {ILS, {0, 10}, 1}};

};

};

class AOABracket {

type = "line";

points[] = {{{0.42, 0.78}, 1}, {{0.4, 0.78}, 1}, {{0.4, 0.88}, 1}, {{0.42, 0.88}, 1}};

};

};

};

};

};

};

class PlaneWreck; // External class reference

class A10Wreck : PlaneWreck {

scope = protected;

class Armory {

disabled = 1;

};

model = "\ca\A10\A10Wreck.p3d";

typicalCargo[] = {};

irTarget = false;

transportAmmo = 0;

transportRepair = 0;

transportFuel = 0;

transportSoldier = 1;

class Eventhandlers {};

};

};

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Thanks Rocket, that helps quite a bit.

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