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,CARock s};
};
};
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_0 1";
*** ***};
***};
};[/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,CARock s};
};
};
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_0 1";
*** ***};
***};
};[/QUOTE]
And here are the sources (if someone wants to have a look at them):
map (http://webplaza.pt.lu/suttorp/Arma/map.zip)