Bensu
Feb 29 2008, 13:06
hi,
I'm about to make my first map for arma, but I have a problem: it does not appear ingame. http://forums.bistudio.com/oldsmileys/confused_o.gif
here is my config.cpp. I took the one form the BIS sample map and just replaced "samplemap" with "island_01" and changed the description and the path to the *.wrp file.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
class CfgPatches
{
class Island_01
{
units[] = {Island_01};
weapons[] = {};
requiredVersion = 0.10;
requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};
class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds
{
class DefaultClutter
{
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld;
class CAWorld : DefaultWorld
{
class Grid {};
};
class Island_01: CAWorld
{
access = ReadAndWrite;
worldId=8;
cutscenes[] = {Island_01Intro1};
description = "Bensu 1 test";
icon="";
worldName=\ArmA_Islands\Island_01\Island_01.wrp;
pictureMap = "";
pictureShot = "";
plateFormat="ML$ - #####";
plateLetters="ABCDEGHIKLMNOPRSTVXZ";
longitude = -40; // positive is east
latitude = -40; // positive is south
// landRange is stored directly in WRP file
class Grid : Grid
{
offsetX = 0;
offsetY = -15360;
class Zoom1
{
zoomMax = 0.5;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 200;
stepY = 200;
};
class Zoom2
{
zoomMax = 1e30;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 2000;
stepY = 2000;
};
};
startTime = 8:30;
startDate = 01/05/1985;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.842,150.000,14034.962};
//default center position
centerPosition[] = {2500,2500,300};
// landing place - airport
ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;
class ReplaceObjects {};
// sound sources
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
}; // default - no film
class Lighting : DefaultLighting {};
clutterGrid = 1.11;//pred demem to bylo 1.5
/// how far clutters are visible
clutterDist = 55;
noDetailDist = 40;
/// where ground detail texture is fully visible (begin fading out)
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;
class clutter
{
class GrassGeneral: DefaultClutter
{
model=ca\plants\clutter_grass_general.p3d;
affectedByWind = 0.3;
swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};
//colorByGround=0.9;
scaleMin = 0.75;
scaleMax = 1.0;
};
class GrassFlowers: GrassGeneral
{
model=ca\plants\clutter_grass_flowers.p3d;
};
class GrassLong: GrassGeneral
{
model=ca\plants\clutter_grass_long.p3d;
affectedByWind = 0.6;
scaleMin = 0.60;
scaleMax = 1.10;
};
class GrassSevenbeauty: GrassGeneral
{
model=ca\plants\clutter_grass_sevenbaeuty.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassYellow: GrassGeneral
{
model=ca\plants\clutter_grass_yellow.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassDesert: GrassGeneral
{
model=ca\plants\clutter_grass_desert.p3d;
};
class ForestFern: GrassGeneral
{
model=ca\plants\clutter_forest_fern.p3d;
affectedByWind = 0.1;
scaleMin = 0.90;
scaleMax = 1.10;
};
class SmallRocks: GrassGeneral
{
model=ca\rocks\clutter_stone_small.p3d;
affectedByWind = 0;
scaleMin = 0.90;
scaleMax = 1.10;
};
class FlowersColor: GrassGeneral
{
model=ca\plants\clutter_smetanka.p3d;
};
class FlowersWhite: GrassGeneral
{
model=ca\plants\clutter_white_flower.p3d;
};
class MushroomsHorcak: GrassGeneral
{
model=ca\plants\clutter_horcak.p3d;
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};
class MushroomsPrasivka: MushroomsHorcak
{
model=ca\plants\clutter_prasivky.p3d;
};
class MushroomsBabka: MushroomsHorcak
{
model=ca\plants\clutter_babka.p3d;
};
class MushroomsMuchomurka: MushroomsHorcak
{
model=ca\plants\clutter_muchomurka.p3d;
};
};
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 5;
// max. value for squares containing road
maxRoad = 0.02;
// max. value for squares containing track
maxTrack = 0.50;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 2;
// max. value for squares containing road
maxRoad = 0.01;
// max. value for squares containing track
maxTrack = 0.05;
// max. coeficient depending on slope
maxSlopeFactor = 0.0025;
};
// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};
class Ambient
{
/*
Layer cost and species probability use expressions.
Variables which can be used inside of expressions:
rain: rain intensity.
night: 1 during night, 0 during day.
hills: 0 at 150 ASL, 1 at 400 ASL.
windy: 0 at 0 m/s, 1 at 20 m/s.
trees: tree density.
sea: distance to sea.
houses: house density.
meadow: meadow character.
forest: 1 in the forest.
Any values are continuous/interpolated in the range of 0 to 1.
Values they are independent unless notes otherwise
(meaning meadow and forest can be 1 at the same time).
You can observe these values in real-time using:
diag_toggle "ambient"
*/
class BigBirds
{
//Container radius:
//Species are normally spawned at the edges of the circle defined by this radius.
//One exception to this is the initial start of the simulation, where the whole
//circle will be filled.
radius = 300;
//Points allowed for this container:
//Xbox: 1 * (1 - night) * (1 - sea)
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
//Classname in Species corresponds to type name:
class Species
{
class Hawk
{
probability = 0.2;
cost = 1;
};
};
};
class Birds
{
radius = 170;
//Xbox: (1 - night) * (2 + 8 * sea)
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
class Species
{
class Seagull
{
probability = 0.2;
cost = 1;
};
};
};
class BigInsects
{
radius = 20;
//Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
cost = 1;
};
class ButterFly
{
probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
cost = 1;
};
};
};
class BigInsectsAquatic
{
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 1;
cost = 1;
};
};
};
//The wind is blowing various particles around:
class WindClutter
{
radius = 10;
//Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species
{
class FxWindGrass1 //Dark green grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindGrass2 //Dry grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindRock1 //Dust.
{
probability="0.4 * hills";
cost = 1;
};
class FxWindLeaf1 //Green leaf.
{
probability = "0.2 * trees";
cost = 1;
};
class FxWindLeaf2 //Dry leaf.
{
probability = "0.1 * trees + 0.2";
cost = 1;
};
class FxWindLeaf3 //Green leaf with a dry spot.
{
probability = "0.1 * trees";
cost = 1;
};
};
};
class NoWindClutter
{
//Xbox: 10
radius = 15;
//Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species
{
class FxWindPollen1
{
probability = 1;
cost = 1;
};
};
};
class SmallInsects
{
radius = 3;
//Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class HouseFly
{
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};
class HoneyBee
{
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};
class Mosquito
{
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};
class NightInsects
{
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class Mosquito
{
probability = 1;
cost = 1;
};
};
};
};
class Names
{
#include "Island_01.hpp"
};
};
};
class CfgWorldList
{
class Island_01 {};
};
class CfgMissions
{
class Cutscenes
{
class Island_01Intro1
{
directory = "ArmA_Islands\Island_01\data\scenes\intro.Island_01";
};
};
};[/QUOTE]
And here are the sources (if someone wants to have a look at them):
map (http://webplaza.pt.lu/suttorp/Arma/map.zip)
I'm about to make my first map for arma, but I have a problem: it does not appear ingame. http://forums.bistudio.com/oldsmileys/confused_o.gif
here is my config.cpp. I took the one form the BIS sample map and just replaced "samplemap" with "island_01" and changed the description and the path to the *.wrp file.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
class CfgPatches
{
class Island_01
{
units[] = {Island_01};
weapons[] = {};
requiredVersion = 0.10;
requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};
class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds
{
class DefaultClutter
{
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld;
class CAWorld : DefaultWorld
{
class Grid {};
};
class Island_01: CAWorld
{
access = ReadAndWrite;
worldId=8;
cutscenes[] = {Island_01Intro1};
description = "Bensu 1 test";
icon="";
worldName=\ArmA_Islands\Island_01\Island_01.wrp;
pictureMap = "";
pictureShot = "";
plateFormat="ML$ - #####";
plateLetters="ABCDEGHIKLMNOPRSTVXZ";
longitude = -40; // positive is east
latitude = -40; // positive is south
// landRange is stored directly in WRP file
class Grid : Grid
{
offsetX = 0;
offsetY = -15360;
class Zoom1
{
zoomMax = 0.5;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 200;
stepY = 200;
};
class Zoom2
{
zoomMax = 1e30;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 2000;
stepY = 2000;
};
};
startTime = 8:30;
startDate = 01/05/1985;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.842,150.000,14034.962};
//default center position
centerPosition[] = {2500,2500,300};
// landing place - airport
ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;
class ReplaceObjects {};
// sound sources
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
}; // default - no film
class Lighting : DefaultLighting {};
clutterGrid = 1.11;//pred demem to bylo 1.5
/// how far clutters are visible
clutterDist = 55;
noDetailDist = 40;
/// where ground detail texture is fully visible (begin fading out)
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;
class clutter
{
class GrassGeneral: DefaultClutter
{
model=ca\plants\clutter_grass_general.p3d;
affectedByWind = 0.3;
swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};
//colorByGround=0.9;
scaleMin = 0.75;
scaleMax = 1.0;
};
class GrassFlowers: GrassGeneral
{
model=ca\plants\clutter_grass_flowers.p3d;
};
class GrassLong: GrassGeneral
{
model=ca\plants\clutter_grass_long.p3d;
affectedByWind = 0.6;
scaleMin = 0.60;
scaleMax = 1.10;
};
class GrassSevenbeauty: GrassGeneral
{
model=ca\plants\clutter_grass_sevenbaeuty.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassYellow: GrassGeneral
{
model=ca\plants\clutter_grass_yellow.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassDesert: GrassGeneral
{
model=ca\plants\clutter_grass_desert.p3d;
};
class ForestFern: GrassGeneral
{
model=ca\plants\clutter_forest_fern.p3d;
affectedByWind = 0.1;
scaleMin = 0.90;
scaleMax = 1.10;
};
class SmallRocks: GrassGeneral
{
model=ca\rocks\clutter_stone_small.p3d;
affectedByWind = 0;
scaleMin = 0.90;
scaleMax = 1.10;
};
class FlowersColor: GrassGeneral
{
model=ca\plants\clutter_smetanka.p3d;
};
class FlowersWhite: GrassGeneral
{
model=ca\plants\clutter_white_flower.p3d;
};
class MushroomsHorcak: GrassGeneral
{
model=ca\plants\clutter_horcak.p3d;
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};
class MushroomsPrasivka: MushroomsHorcak
{
model=ca\plants\clutter_prasivky.p3d;
};
class MushroomsBabka: MushroomsHorcak
{
model=ca\plants\clutter_babka.p3d;
};
class MushroomsMuchomurka: MushroomsHorcak
{
model=ca\plants\clutter_muchomurka.p3d;
};
};
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 5;
// max. value for squares containing road
maxRoad = 0.02;
// max. value for squares containing track
maxTrack = 0.50;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 2;
// max. value for squares containing road
maxRoad = 0.01;
// max. value for squares containing track
maxTrack = 0.05;
// max. coeficient depending on slope
maxSlopeFactor = 0.0025;
};
// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};
class Ambient
{
/*
Layer cost and species probability use expressions.
Variables which can be used inside of expressions:
rain: rain intensity.
night: 1 during night, 0 during day.
hills: 0 at 150 ASL, 1 at 400 ASL.
windy: 0 at 0 m/s, 1 at 20 m/s.
trees: tree density.
sea: distance to sea.
houses: house density.
meadow: meadow character.
forest: 1 in the forest.
Any values are continuous/interpolated in the range of 0 to 1.
Values they are independent unless notes otherwise
(meaning meadow and forest can be 1 at the same time).
You can observe these values in real-time using:
diag_toggle "ambient"
*/
class BigBirds
{
//Container radius:
//Species are normally spawned at the edges of the circle defined by this radius.
//One exception to this is the initial start of the simulation, where the whole
//circle will be filled.
radius = 300;
//Points allowed for this container:
//Xbox: 1 * (1 - night) * (1 - sea)
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
//Classname in Species corresponds to type name:
class Species
{
class Hawk
{
probability = 0.2;
cost = 1;
};
};
};
class Birds
{
radius = 170;
//Xbox: (1 - night) * (2 + 8 * sea)
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
class Species
{
class Seagull
{
probability = 0.2;
cost = 1;
};
};
};
class BigInsects
{
radius = 20;
//Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
cost = 1;
};
class ButterFly
{
probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
cost = 1;
};
};
};
class BigInsectsAquatic
{
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 1;
cost = 1;
};
};
};
//The wind is blowing various particles around:
class WindClutter
{
radius = 10;
//Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species
{
class FxWindGrass1 //Dark green grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindGrass2 //Dry grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindRock1 //Dust.
{
probability="0.4 * hills";
cost = 1;
};
class FxWindLeaf1 //Green leaf.
{
probability = "0.2 * trees";
cost = 1;
};
class FxWindLeaf2 //Dry leaf.
{
probability = "0.1 * trees + 0.2";
cost = 1;
};
class FxWindLeaf3 //Green leaf with a dry spot.
{
probability = "0.1 * trees";
cost = 1;
};
};
};
class NoWindClutter
{
//Xbox: 10
radius = 15;
//Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species
{
class FxWindPollen1
{
probability = 1;
cost = 1;
};
};
};
class SmallInsects
{
radius = 3;
//Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class HouseFly
{
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};
class HoneyBee
{
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};
class Mosquito
{
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};
class NightInsects
{
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class Mosquito
{
probability = 1;
cost = 1;
};
};
};
};
class Names
{
#include "Island_01.hpp"
};
};
};
class CfgWorldList
{
class Island_01 {};
};
class CfgMissions
{
class Cutscenes
{
class Island_01Intro1
{
directory = "ArmA_Islands\Island_01\data\scenes\intro.Island_01";
};
};
};[/QUOTE]
And here are the sources (if someone wants to have a look at them):
map (http://webplaza.pt.lu/suttorp/Arma/map.zip)