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https://w.atwiki.jp/sakaito/pages/14.html
CVLとは何ぞ CVL=キャラクターボーカルシリーズ CVLの第一弾は実は初音ミクさんです。 MeikoとKaitoは初代シリーズですが、初音ミクの人気によりニコニコ動画などでCVLと同一の扱いとなっています。 CVLと初代の違いは、VOCALOID Editorのデザインと使いやすさが大きな違いになっています。 KAITOって誰? 初代ボーカロイド第2弾、初年度売上500本を記録し、プロの男性シンガーをモデルとした、日本語男性ボーカル・ソフトウェアです。 清涼感のある歌声を売りにしていますが、声に力強さが足りない為、なよなよした歌を歌わされることが多い。 コメント 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/cohstatsjp/pages/175.html
Weapon MG42 Infantry Halftrack MG42 Infantry Halftrack Damage 5—5 Fire Aim Time 0.25—0.25 Range Max 35 Min 0 L 35 Aim Multiplier L 2 AOE Distance L 0 M 20 M 1 M 0 S 10 S 0.1 S 0 Accuracy L 0.2 Ready Aim Time 0.3—0.3 AOE Accuracy L 1 M 0.45 Post Firing Aim Time 0.5 M 1 S 0.45 Post Firing Cooldown 0 S 1 Reload 6.5—6 AOE Damage L 1 0.1 Reload Multiplier L 1 Penetration L 1 M 1 0.1 M 1 M 1 S 1 0.1 S 1 S 1 AOE penetration L 1 Cooldown 4—3 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1.2 Suppression L 0.003 S 1 M 1 M 0.006 AOE Suppression L 0 0 S 0.6 S 0.012 M 0 0 Wind Up 0 Nearby Supp. Multiplier 0.75 S 0 0 Wind Down 0 Nearby Supp. Radius 12 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 5 Burst Duration 2.5—1.75 P 1 Tracking Vertical 45—-15 Rate of Fire 15—15 D 1 Tracking Horizontal -60—60 Reload Frequency 8—7 S 1 Speed Vertical 50 Moving Accuracy 0.5 Speed Horizontal 50 Moving Burst 1 Scatter Angle 10 Moving Cooldown 1 Scatter Max 15 AA Weapon false Acc. Incremental 1.075 Scatter Offset 0.8 Attack Ground false Search Radius L 10 Scatter Ratio 0.8 Projectile M 10 FoW Angle Mult. 1 S 10 FoW Distance Mult. 1 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 0.25 0.5 0 1 Halftrack 0.25 0.5 1 1 Heavy 0.5 0.5 0.05 1 Light 0.5 0.8 0.25 1 Negative 1.25 1.25 1.5 1 Open 1.25 1.25 1 1 Smoke 0.25 1 0.05 1 Trench 0.2 0.25 0 1 Water 1.5 1.5 1 0.5 Bunker 0.15 0.75 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1 0.75 0.75 1 1 1 85 Infantry Airborne 1 0.75 0.75 1 1 1 85 Airborne Inflight 0.5 1 1.5 1 1 1 60 Infantry Heroic 0.75 1 0.6 1 1 0.5 85 Infantry Elite 0.75 1 0.75 1 1 1.25 85 Infantry Sniper 1 1 1 1 1 1 85 Infantry Soldier 0.75 1 0.75 1 1 1.25 85 Bren Carrier 1 0.75 1 0.6 1 1 20 Motorcycle 1 0.85 0.6 1 1 1 85 Jeep 1 0.75 0.6 0.8 1 1 85 M3 Halftrack 1 1 1 0.1 1 1 10 Greyhound 1 1 1 0.04 1.65 1 5 Stuart 1 1 0.001 0.01 1 1 0 Sdkfz 234 Puma 1 1 1 0.04 1.92 1 0 Sdkfz 251 Halftrack 1 1 1 0.1 1 1 20 Sdkfz 22x 1 0.75 0.75 0.35 1 1 40 M10 TD 1 1 0.001 0.01 1.62 1 0 Sherman 1 1 0.001 0.01 1.57 1 0 Flak Panzer 1 1 0.001 0.01 1.8 1 0 Panther 1 1 0.001 0.01 1 1 0 Panther w/Skirts 1 1 0.001 0.01 1 1 0 Panzer IV 1 1 0.001 0.01 1 1 0 Panzer IV w/Skirts 1 1 0.001 0.01 1 1 0 StuG 1 1 0.001 0.01 1 1 0 StuG w/Skirts 1 1 0.001 0.01 1 1 0 Tiger 1 1 0.001 0.01 1.14 1 0.01 Churchill 1 1 0.001 0.01 1 1 0 Cromwell 1 1 0.001 0.01 1 1 0 Priest 1 1 0.001 0.01 1 1 0 Pershing 1 1 0 0.01 1 1 0 Marder III 1 1 0.5 0.05 5 1 20 Hetzer 1 1 0.001 0.01 1 1 25 Hummel 1 1 0.5 0.02 5 1 10 Jagdpanther 1 1 0.001 0.01 1 1 0 Team Weapon 1 1 1 1 1 1 25 Howitzer 1 1 1 0 1 1 25 Towed Gun 1 1 0.1 1 1 1 25 Flak 88 1 1 0.01 0 1 1 25 P47 Thunderbolt 1 1 1 0 1 1 25 Building Construction 1 1 3 1 1 1 25 Building 1 1 1 0 1 1 0 Checkpoint 1 1 0.45 0.25 1 1 0 Bunker 1 1 1 0 1 1 40 CW Emplacement 1 1 0.45 0.5 1 1 25 CW Emplaced HQ 1 1 0.05 0.1 1 1 20 CW Mobile HQ 1 0.5 0.25 1 1 1 20 Defenses 1 1 1 0 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 0.25 1 1 0 1 1 25 Mine 1 1 1 0.5 1 1 80 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0 0 1 1 25
https://w.atwiki.jp/p-m-d/pages/173.html
Roldan, Amadeo/Ritmaca Ⅴ 使用楽器 演奏時間 出版社 作曲年 備考 音源 http //www.youtube.com/watch?v=b3iX1fBnvJQ
https://w.atwiki.jp/awarrior/pages/21.html
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https://w.atwiki.jp/swgstring/pages/52.html
タグ 翻訳待ち building_name.stf 177 bunker_corellia_murmurs_lab_n an unidentified bunker building_name.stf 175 bunker_corellia_tomi_jinsin A Bunker building_name.stf 174 corellia_greck_hq_n Greck Headquarters building_name.stf 184 laminasteel_augmented_group_base Nightstrike Soldier Hegemony Base building_name.stf 176 merchant_tent_tato_s01 Tent building_name.stf 179 military_base_shed_imperial_style_cloning_facility_s01_d Imperial Cloning Outpost building_name.stf 178 military_base_shed_imperial_style_cloning_facility_s01_n Imperial Cloning Outpost building_name.stf 183 military_base_shed_rebel_style_cloning_facility_s01_d Rebel Cloning Outpost building_name.stf 182 military_base_shed_rebel_style_cloning_facility_s01_n Rebel Cloning Outpost building_name.stf 180 military_rebel_clone_tent_large_d Rebel Medic Station building_name.stf 181 military_rebel_clone_tent_small_d Rebel Medic Station building_name.stf 186 planet_base_register_d Planetary Base Register building_name.stf 185 planet_base_register_n planet_base_register
https://w.atwiki.jp/niconicokaraokedb/pages/3260.html
Lfy* えるふいい【登録タグ 歌え 歌手】 曲一覧 マトリョシカ/Lfy*(ラップ) コメント 名前 コメント
https://w.atwiki.jp/hdlwiki/pages/601.html
LaunchELF v3.41 850氏作成のBOOT.ELFランチャー。 ブート時に押していたボタンに対応した.ELFを起動します 最新版ではファイラー機能もあるしデータの日本語表示もできる万能ELFになったので--日本人ならMenu-kなどよりも良いです ボタンとELF名の対応や機能解説、設定などは同梱のReadme.txtを参照してください 改造コードを使うときに不都合が出るソフトがあるので再圧縮推奨ランチャー、HDLをLZMA圧縮している 外部フォントを導入することによりL1ボタンでセーブデータのタイトルを日本語表示可能(Readme.txtを参照) v3.41現在、ファイラー機能でデータのコピーをするとファイルサイズが0の物がコピーされません これが原因でセーブデータのMC書き戻し後の読み込みに失敗することがあります その時は一度ゲームでセーブしてセーブデータフォルダをMCに作成しておいてその中に上書きコピーすると大丈夫です すでに本家の開発は終了してるっぽいですが海外のえろい人たちが「uLaunchELF?」として開発継続しています 上記のバグなども修正されているので今はuLaunchELF?を使うことをおすすめします TIPS BOOT0.ELFは置かない方が使いやすいかも。ボタン入力待ちになってくれます。 hdloader.elfを直に起動しても問題なく動きます。 mc1からELFを実行できるから、BOOT.ELF以外のELFを2枚目のメモカに置けますね。 PS2MENUはmc0からしか起動できないみたいです。 コンポーネント接続では画像が出ませんでした 要インターレース解除? うちも画像が・・・
https://w.atwiki.jp/hmiku/pages/22828.html
【登録タグ NexTone管理曲 S デッドボールP 巡音ルカ 曲】 作詞:デッドボールP 作曲:デッドボールP 編曲:デッドボールP 唄:巡音ルカ 曲紹介 タイトルになっている Svartalfheim(スヴァルトアールヴヘイム) とは、北欧神話に出てくる世界の一つ。 「ラスボス」というテーマに相応しい、全て英語詞の重厚なシンフォニックメタル。 RPGをコンセプトにしたコンピCD 『EXIT TUNES PRESENTS Storytellers RPG』 収録曲。 歌詞 wishing for wings, crawling the dark eating the flesh of the gigantic myth misshapen lives, no mercy death maggots have nothing to say look at my hand, darker than black supposed to be such a beautiful thing feeling the words, spells of Odin astonishing evil elves will rise in the planet of darkness the sun never shine when the night time is over the shade comes again life will never begin in this beautiful world we will welcome you to the Svartalfheim meaning of life, sin of suicide how can you know in these two blinded eyes doomsday is here, aware of death maggots have no law of kill look at my hand, look at my eyes people say god will never make mistakes we never care, we will revenge war of the annihilate will roar in the courthouse of justice we'll never be true when the trial is over it's execute time life is never forgave in this wonderful world we will fight for our pride and freedom in the midland of nowhere the evils revive when we overcome heroes they'll be one of us life is just piece of cake in this merciless world we will welcome you to the Svartalfheim コメント 追加おつ! -- 名無しさん (2012-09-19 01 45 43) 「ラスボス」というテーマにぴったりのカッコいい曲調。流石はゲーム会社に勤めていただけのことはありますね。 -- 竜奇 (2012-09-19 22 16 28) デPと聞いて勝手に下ネタを期待した俺 でもいい曲! -- りょーん (2012-09-19 22 26 26) ↑2 !?デPってすごい人なのか……… -- やまさん (2012-09-19 22 39 28) 和訳歌詞誰か頼む…… -- 名無しさん (2012-09-20 21 15 25) すごすぎて何がなんだか… -- あきひさ (2012-09-26 00 14 32) かっこよすぎて・・・・ -- 名無しさん (2012-10-06 17 29 32) うおっ新曲!!見に行こ!! -- 殺嘩 (2012-10-14 07 02 18) すごいけど…英語が全然読めないよ← でもデpさん天才っ!! -- 名無しさん (2013-01-20 01 39 48) ↑6 たしか大学生の時に、作った曲がゲーム会社に採用されてしまったとか何とか・・・。英語バリバリ出来るし博識だし頭の良い人だと思う。何より作曲センスはボカロ界隈屈指の実力だと思いますよ。 -- 「才能の無駄遣い」は誉め言葉w (2013-04-01 19 59 43) 友達から借りたCDの中に入ってて激ハマり!! -- 赤めがね (2013-05-21 21 41 32) 曲調がすごい好き…!! -- 名無しさん (2013-06-29 22 22 49) 聴いてたら感動した。 -- 名無しさん (2016-06-11 08 43 49) 名前 コメント
https://w.atwiki.jp/ultrasound/pages/22.html
537 名前:オステ[sage] 投稿日:2011/10/28(金) 12 17 16.31 ID k2KSToYx [2/5] まだ患者さんには行ってませんが、自分の右上半身を主に当ててますが 右側がかなり軽くなってます。 674 名前:オステ ◆U.FlFSg2r. [sage] 投稿日:2011/11/09(水) 08 55 02.64 ID XNSK0dbc なんていうか、手技にゆとりが持てたところが大きいですね。 無理にほぐそうとしなくなった。 これが自信につながり態度にも良い意味で現れていると思います。 727 名前:オステ ◆U.FlFSg2r. [sage] 投稿日:2011/11/12(土) 11 41 32.30 ID 9jyDuZ2L 私はちょっと部外者的立場ですので陰ながら応援しています。 超音波もゆーさんゲルなくしては宝の持ち腐れになるので ご注意を! 使用報告に戻る
https://w.atwiki.jp/arma3editor/pages/8.html
Arma 3 Weapon Config Guidelines Arma 3 Weapon Config Guidelines Contents 1 Intro 2 Additional functionality compared to A2/OA 3 Model requirements {p3d} 4 Model config changes {model.cfg} 5 New config parameters {config.cpp} 5.1 Slotable weapons 5.1.1 Muzzle accessories 5.1.2 Optics 5.1.3 Side Accessory 5.2 Custom reload animations 5.3 Underwater weapons 5.4 Ammo changes on fly and on hit 5.5 Explosion shielding 6 Reference Intro 101 - How to set up a weapon for Arma 3 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License Additional functionality compared to A2/OA Slotable weapon accessories Custom reload animations Adjustable sights Underwater weapons Ammo changes on fly and on hit Rotating muzzle-flash Explosion shielding Model requirements {p3d} proxies for slotable accessories muzzle accessory should be on proxy \A3\data_f\proxies\weapon_slots\MUZZLE optics should be on proxy \A3\data_f\proxies\weapon_slots\TOP side accessory should be on proxy \A3\data_f\proxies\weapon_slots\SIDE all these proxies could be redefined in cfgWeapons Weapon WeaponSlotsInfo XXX linkProxy parameter where XXX is the slot name selections for folding iron sights You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon Front part should be named ForeSight with ForeSight_axis in memory lod Rear part should be named BackSight with BackSight_axis in memory lod adjustable sights for grenade launchers there needs to be a selection that is going to rotate (in case of collimator sights), default naming is OP this selection needs to have an axis in memory lod, default naming is OP_axis there needs to be a focus point, the best place is the red dot of collimator, with memory point OP_look by default and several points for eye, usually OP_eyeX where X is the number of the point. Good practice is to place them in same distance form focus point Model config changes {model.cfg} custom reload animation have a good use of newly added parameter unHideValue for hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine {model.cfg} class magazine_hide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.220; unhideValue = 0.550; }; the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back {model.cfg} class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; foldable iron sights use hasOptics controller {model.cfg} class BackSight_optic { type = "rotation"; source = "hasOptics"; selection = "BackSight"; axis = "BackSight_axis"; memory = 1; minValue = 0.0000000; maxValue = 1.0000000; angle0 = 0.000000; angle1 = (rad 90); }; new animation controllers zeroing and zeroing2 take values from discreteDistance[] of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation {model.cfg} class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; // this weapon has array with 4 distances angle0="rad 0"; angle1="rad 65"; }; rotating muzzle flashes are done using a new animation source ammoRandom which changes it s value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination. {model.cfg} class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; New config parameters {config.cpp} Slotable weapons Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes in class WeaponSlotsInfo which contains the slots and parameters for inventory Mass is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack each weapon slot is a separate subclass in class WeaponSlotsInfo parameter linkProxy defines a proxy in weapon model for said slot (see standard names on top) parameter displayName describes a mouse-over name of slot in Inventory array compatibleItems[] lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber. external classes CowsSlot and PointerSlot are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once. class SlotInfo; class CowsSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight"}; }; class PointerSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = {"acc_flashlight","acc_pointer_IR"}; }; class cfgWeapons { class myWeapon { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; // display name displayName = "Muzzle Slot"; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot CowsSlot {}; class PointerSlot PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; }; Muzzle accessories suppressors are configured as a weapon inheriting some item abilities from class ItemCore the class itself consists only from scope, displayName, picture and model, there is a separate subclass ItemInfo with all the required parameters there is subclass MagazineCoef inside class ItemInfo with parameter initSpeed - this is just a multiplier of initSpeed of weapon s magazine subclass AmmoCoef of class ItemInfo has more parameters for the ammo shoot through the suppressor hit is the coefficient of hit of original ammo visibleFire, audibleFire, visibleFireTime and audibleFireTime are coefficients for detection upon shooting the weapon higher cost coefficient should make AI think more about shooting the suppressed weapon typicalSpeed and airFriction coefficients change the ballistic characteristics of the ammo there are alternate muzzleEnd and alternativeFire directly inside class ItemInfo to have different muzzle effects origin and muzzle flashes you may set up modes[] and specific fire modes for the suppressed weapon directly in class ItemInfo class Mode_SemiAuto; class cfgWeapons { class ItemCore; class InventoryMuzzleItem_Base_F; class myMuzzleAccessory { scope = 2; displayName="My Muzzle Accessory"; picture="\A3\weapons_F\Data\UI\myMuzzleAccessory_CA.paa"; model = "\A3\weapons_f\acc\myMuzzleAccessory"; class ItemInfo InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit=0.8; visibleFire=0.3; audibleFire=0.8; visibleFireTime=0.5; audibleFireTime=1.0; cost = 1.0; typicalSpeed= 0.8; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; // memory point in muzzle supressor s model alternativeFire = "Zasleh2"; // class in cfgWeapons with model of muzzle flash modes[] = {"Single"}; class Single Mode_SemiAuto { begin1[]={"A3\sounds_f\weapons\silenced\silent-25.wav", db0, 1,600}; begin2[]={"A3\sounds_f\weapons\silenced\silent-26.wav", db0, 1,600}; soundBegin[]={begin1,0.5, begin2,0.5}; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2.wav", db0, 1,300}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3.wav", db0, 1,300}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = "DefaultRifle"; }; }; }; }; Optics in addition to default parameters mentioned in muzzle accessories class, there is weaponInfoType to choose a correct resource for weapon info directly inside optic class there is the same ItemInfo subclass but with different parameters don t forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points parameter opticType is used for balancing the optics for specific fire modes (should be further described by balancing crew) modelOptics is the 2D model for selected optics subclass OpticsModes works the same way it used to work in A2/OA class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class myOpticsAccessory { scope = 2; displayName="My Optics Accessory"; picture="\A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa"; model = "\A3\weapons_f\acc\myOpticsAccessory"; weaponInfoType = "RscOptics_myOptics"; class ItemInfo InventoryOpticsItem_Base_F { mass = 7; modelOptics="\A3\Weapons_f\acc\reticle_MyOptics_F"; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[]={"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[] = {"\A3\Weapons_f\acc\reticle_MyOptics_F", "\A3\Weapons_f\acc\reticle_MyOptics_z_F"}; memoryPointCamera = "opticView"; visionMode[] = {"Normal","NVG"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class IronOnTopOfMyOptics MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = "eye"; visionMode[] = {}; discretefov[] = {}; }; }; }; }; }; Side Accessory the class of side accessory is made the same way as for muzzle accessory subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA class cfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class mySidesAccessory { scope = 2; displayName="My Sides Accessory"; picture="\A3\weapons_F\Data\UI\mySidesAccessory_CA.paa"; model = "\A3\weapons_f\acc\mySidesAccessory"; class ItemInfo InventoryFlashLightItem_Base_F { mass = 9; class Pointer { irLaserPos="laser pos"; irLaserEnd="laser dir"; }; class FlashLight{}; }; }; }; Custom reload animations parameter reloadAction is now for both a magazine and the weapon. if it is not defined for any of them, default reload is played. if the parameter is defined for the weapon but isn t defined for a magazine, reloadAction for weapon is played upon reloading said weapon if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs) the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle) class CfgMovesBasic { class DefaultDie; class ManActions { reloadMyWeapon = "reloadMyWeapon"; }; }; class CfgGesturesMale { class Default; class States { class reloadMyWeapon Default { file="\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm"; looped=0; speed=0.400000; mask="handsWeapon"; headBobStrength=0.200000; headBobMode=2; rightHandIKBeg=1; rightHandIKEnd=1; leftHandIKCurve[]={0,1,0.050000,0,0.950000,0,1,1}; }; }; }; class cfgWeapons { class myWeapon { reloadAction = "reloadMyWeapon"; }; }; Underwater weapons weapons with canShootInWater set to 1 are able to shoot under water parameter soundBeginWater[] has the same use as soundBegin[] and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode class Mode_SemiAuto; class cfgWeapons { class myWeapon { modes[] = {"Single"}; // this example weapon has just one fire mode canShootInWater = 1; // allows to shoot under water class Single Mode_SemiAuto { begin1[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_1b.wav", db5, 1,900}; begin2[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_2b.wav", db5, 1,900}; begin3[]={"A3\sounds_f\weapons\myWeapon\myWeapon_st_3b.wav", db5, 1,900}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; // all three sounds have roughly the same probablity beginwater1[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_1b.wav", db0, 1,200}; beginwater2[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_2b.wav", db5, 1,200}; beginwater3[]={"A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_3b.wav", db5, 1,200}; soundBeginWater[]={beginwater1,0.33, beginwater2,0.33, beginwater3,0.34}; // all three sounds have roughly the same probablity }; }; }; underwater ammo has some different characteristics waterFriction is underwater equivalent of airFriction and supercavitating ammunition has this close to zero. Standard ammo doesn t have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water) timeToLive for underwater ammo is rather low to let it be harmless after some 40 meters the fancy bubble effect is done by having effectFly set to AmmoUnderwater, you ll try to modify it to work even on ground and we all know it class cfgAmmo { class BulletBase; class myAmmo BulletBase // For myWeapon { waterFriction = -0.00096; // nearly direct line underwater timeToLive = 0.12; // that s enough for 45 meters underwater effectFly = "AmmoUnderwater"; }; }; Ammo changes on fly and on hit there are two new simulations of ammo available mainly for artillery, but usable for many other means simulation shotSubmunition allows to deploy multiple ammo from the parent one upon meeting certain conditions parameter submunitionAmmo defines class of newly created ammo and this could be used multiple times you could set the inherited ammo and it would spread in cone according to submunitionConeAngle (and it is in degrees) submunitionConeType[] describes pattern of ammo in detail, first part is a distribution function ("random", "randomcenter", "poissondisc", "poissondisccenter", "custom"), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations submunitionConeType[] = {"random", 10}; submunitionConeType[] = {"randomcenter", 10}; submunitionConeType[] = {"poissondisc", 10}; submunitionConeType[] = {"poissondisccenter", 10}; submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} }; parameter triggerDistance is used to deploy ammo in set 3D distance before expected target parameter triggerTime is used to deploy ammo in set time after being fired parameter triggerSpeedCoef is a coefficient of speed of inherited ammo relative to speed of parent ammo for Artillery computer use array aimAboveTarget[] and aimAboveDefault as a index of the array to set different heights to change the ammo to something different (eg. flare) class cfgAmmo { class SubmunitionBase; class MyAmmo SubmunitionBase { submunitionAmmo = "MySubmunitionAmmo"; submunitionConeType[] = {"poissondisc", 10}; submunitionConeAngle = 10; triggerDistance = 100; }; }; simulation shotDeploy is used to change ammo upon impact (eg. change to a mine) it uses the same submunitionAmmo parameter as described above class cfgAmmo { class ShotDeployBase; class Mo_ClassicMineRange ShotDeployBase { submunitionAmmo = "APERSMine_Range_Ammo"; // some random mine deployable by a mortar airFriction = 0; // artillery ammo works better without friction EffectFly = "ArtilleryTrails"; // some funky effect of smoke trails and stuff }; }; Explosion shielding class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter called explosionShielding this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit class cfgVehicles { class myVehicle { class HitPoints { class HitLFWheel {armor=0.12; explosionShielding = 0.8;}; }; }; }; Reference You may want to see Arma 2 Weapon to Arma 3 for correct icons and other stuff. 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