

Integers (Note this value is often held as a math String) You can help BI Community Wiki by expanding it. Any picture reference without a preceding slash will look in a non-existent 'equip.pbo'

The ArmA engine appears to make a mess of it. In which case (in OFP) the engine looks for the. This because in OFP it was possible to not declare any picture at all. The following notes apply to most picture= references, not just cfgWeapons. Note that this is one of those irritating BI path snafu's (when if ever will they start using relative addressing?). In ArmA, the magazine picture name has been moved to the cfgMagazines class as appropriate. One for the weapon and one for the magazine. OFP generally created two cfgWeapon classes. Blank: Used as described in both OFP, and, ArmA.ĭual Use TokenNames (such as picture=) moved to ArmA's cfgMagazines Class as appropriate.ĭefines WEAPON Picture and separately MAGAZINE Picture. Normally, except for grenade launchers, the muzzle IS the mainbody. It must be declared (or inherited) for each class. MuzzleClass: Any item marked as a MuzzleClass lives in a class Muzzle. ModesClass: Any item marked as a ModeClass lives in a class Mode. Usage OFP: generally moved to ArmA's cfgMagazines Class and often renamed, else simply renamed. Parameters belonging in muzzles are stated as such.ĭifferent muzzles are normally only encountered on grenade launcher weapons (?).Īll engines accept integer values (or math strings) where a float would normally be expected. sound=), and stated as such.Īll weapons, without exception, have at least one mode class.īy default, the inherited mode for a weapon is: Some TokenNames are relevant only within a mode class ( e.g. 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). 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 inherited tree structure for weapons vs their magazines, vs their ammo, is not always logical. Weapons can have different muzzles, adding a further layer of modelling. The tokens that would normally be in a modes class, are declared in the main body instead. Confusingly, a weapon with only one mode, is, equivalent to not declaring it at all. A weapon either has, or does not have, a modes class or classes adding different behaviour like autofire, burst or single shot. Weapons come in two major flavors (with plenty of sub themes). Variables only relevant to OFP, are sometimes still encountered in ArmA, simply because, they do no harm. OFP had a common weapon/magazine class with variables declaring what to use and when. This is not a reflection on BI, the ultimate class structure is very, very, adaptive, but, it does confuse.Įssentially, ArmA did open heart, and excellent, surgery to this class to distinguish between weapons and their magazines. The tokenpairs, their placement, and their constructs can be befuddled. To allow YOUR addon to subsequently modify YOUR weapon (should you wish to with other addons), you must change the access= in YOUR Weapon.ĬfgWeapons can be a puzzling mess to the uninitiated.

Almost all subsequent classes inherit this value, which means they cannot be altered in any way. The default class of cfgWeapons specifies access = 3. 2.12.4 opticsPPEffects = Įxisting classes can (rarely) be altered.

2.12.2 opticsDisablePeripherialVision=0.67.1.8.3 weaponType=WeaponHardMounted (OfpOnly).1.8.1 type=WeaponHardMounted (ArmaOnly).
