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CfgMagazines Config Reference

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Introduction编辑

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

These classes can be subsequently added to by addons inherent 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.

Default values are shown in the legend. They come from the derived class CA_Magazine rather than the true default{} since almost everything derives from this class.

Nearly all values are identical to their OFP equivalent.

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

TokenNames marked Arma were introduced from OFP:E and beyond.

Arma Enhancement编辑

Arma introduced a new root class, cfgMagazines.

The magazines it declares are selected for use by specific cfgWeapons.

Any given magazine can (obviously) only hold a specific cfgAmmo class.

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

The major alterations here are:

OFP Arma
ammo= 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
scopeWeapon= renamed scope
scopeMagazine= moved to cfgMagazines and renamed scope
shortNameMagazine= moved to cfgMagazines and renamed descriptionShort?

Modifications编辑

Unlike it's cfgAmmo and cfgWeapon cousins: all bets are off. There is, a default class (the substance of this document), but it, and all other classes in cfgMagazines are deletable/erasable/modifiable.

Caution should be exercised about 'expected' default values when inheriting. ANY added pbo can alter them substantially before your very eyes.

Warning
Unlike OFP, you cannot have the same cfgMagazines.ClassName
If you specify a rifle, and it's magazine with the same classname, the in-game gear selection dialog get's mightily confused. It's a noisy, awful display to begin with. Don't, make it worse.

Alphabetical Order编辑

A编辑

ammo=""编辑

Type
String
Description
Name of the cfgAmmo class which this magazine holds.
ammo = B_30mm_HE; //eg

C编辑

class InventoryPlacements{}编辑

Example needed

class Library编辑

class Library
{
    libTextDesc = "";
};

count=30编辑

Type
Integer
Description
The amount of ammo this magazine holds.

D编辑

descriptionShort=""编辑

Type
String
Description
The descriptive Name of the ammunition.
descriptionShort = $STR_SN_MAVERICK;
descriptionShort = "Beretta Ammo";

displayName=""编辑

Type
String
Description
The descriptive Name of the magazine. In OFP, this was called DisplayNameMagazine.

I编辑

initSpeed=900编辑

Type
Integer
Description
Starting speed of missile.

M编辑

maxLeadSpeed = 23;编辑

Type
Integer

model="\ca\weapons\mag_univ[.p3d]"编辑

Type
String
Description
The mag model. Identical to OFP.

modelSpecial="[.p3d]"编辑

Type
String

N编辑

nameSound="magazine"编辑

Type
String

P编辑

picture="[\][[.pac]"

Type
String
Description
Picture shown in gear for this mag. See cfgAmmo for warnings about picture paths.

R编辑

reloadAction="ManActReloadMagazine"编辑

Type
String

S编辑

scope=protected编辑

Type
Integer
Description
OFP name was ScopeMagazine.

Values: private, protected, public.

selectionFireAnim="zasleh"编辑

Type
String

simulation="ProxyMagazines"编辑

Type
String

T编辑

type=256编辑

Type
Integer
Description
OFP name was MagazineType. See cfgWeapons for the CHANGES between OFP and Arma for this value.

U编辑

useAction=0编辑

Type
Integer

useActionTitle=""编辑

Type
String

V编辑

value=1编辑

Type
Integer
Description
Formerly known as ValueMagazine in OFP.

W编辑

weight=0编辑

Type
Integer

Additional Values编辑

Because just about anything can be added to these classes it is not overly useful to attempt to define most of them. For whatever reason, and unlike other root classes, the engine doesn't need these tokens declared in default{}.

lastRoundsTracer=4编辑

Example needed

tracersEvery=4编辑

Example needed

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