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).