Sound
//cfgAmmo
soundFall[] = {"",1,1};
soundFakeFall[] = {"soundFall",1};
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
explosionSoundEffect = "";
//cfgWeapons
soundBeginWater[] = {"sound",1};
soundClosure[] = {"sound",1};
weaponSoundEffect = "";
changeFiremodeSound[] = {"",1,1};
FX
//cfgAmmo
isCraterOriented = 0;
craterShape = "";
effectsMissileInit = "";
effectFlare = "FlareShell";
effectFly = "";
muzzleEffect = "";
class HitEffects for SABOT/APFSDS
//cfgWeapons
fireLightDiffuse[] = {0.937,0.631,0.259};
fireLightAmbient[] = {0,0,0};
fireAnims[] = {};
class GunFire
class GunClouds
class GunParticles
Gameplay
//cfgAmmo
explosionForceCoef = "1.0f";
minTimeToLive = 0;
lockSeekRadius = 100;
missileLockCone = 0;
lockType = 0;
maverickweaponIndexOffset = 0;
allowAgainstInfantry = 1;
autoSeekTarget = 0;
shootDistraction = 0.15;
icon = "";
submunitionAmmo = "";
class CamShake
//cfgMagazines
reloadAction (why set empty in CA_Magazine)
allowedSlots[] = {901}; in CA_LauncherMagazine
//cfgWeapons
requiredOpticType = -1;
irDotIntensity = 0.001;
lockAcquire = 1;
maxRecoilSway = 0.008;
swayDecaySpeed = 2;
Retex
//cfgWeapons
hiddenSelections[] = {};
hiddenSelectionsTextures[] = {};
hiddenUnderwaterSelections[] = {};
shownUnderwaterSelections[] = {};
hiddenUnderwaterSelectionsTextures[] = {};