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[evo] dan

Getting rid of the Utes names in config.cpp

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I am making a map at the moment and was wondering how would I be able to get rid of the Utes place names and runway on map? I have tried some different things, but it keeps coming up with message saying it cant find grids or find sounds. All I want to do is get rid of the Utes places names, the rest is fine, anyway, heres the config.cpp:

class CfgPatches

{

class isleofman2

{

units[] = {isleofman2};

weapons[] = {};

requiredVersion = 1.03;

requiredAddons[] = {"Utes"};

version = "2009-9-1";

fileName = "isleofman2.pbo";

author = "SgtScuba";

mail = "scubanutter@googlemail.com";

};

};

class CfgWorlds

{

class CAWorld;

class Utes: CAWorld

{

class Grid;

class DefaultClutter;

};

class isleofman2: Utes

{

description = "Isle of Man 2";

worldName= "SCUBA\isleofman2\isleofman2.wrp";

pictureShot = "SCUBA\isleofman2\data\SM_Picture_ca.paa";

centerPosition[] = {2720,2462,500};

seagullPos[] = {2720,2462,500};

longitude = 30; // positive is east, in degrees?

latitude = -45; // positive is south, in degrees?

midDetailTexture = "ca\utes\data\ut_middle_mco.paa";

class OutsideTerrain

{

satellite = "ca\CHERNARUS\data\s_satout_co.paa";

enableTerrainSynth = 1;

class Layers

{

class Layer0

{

nopx = "ca\CHERNARUS\data\cr_trava1_detail_nopx.paa";

texture = "ca\CHERNARUS\data\cr_trava1_detail_co.paa";

};

};

};

};

};

class CfgWorldList

{

class isleofman2 {};

};

class CfgMissions

{

class Cutscenes

{

class isleofman2Intro

{

directory = "SCUBA\isleofman2\data\scenes\Intro.isleofman2";

};

};

};

Thank you in advance for any help provided.

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Currently you're "inheriting" everything from Utes - except for parameters you specify...

You aren't specifying your own airport location, for example - so for lack of an alternative your config assumes Utes is OK... that's OK for now - when you add an airport definition your island will automatically use that instead...

Names work the same way - you haven't specified any, or even specified that there aren't any - so your config assumes it's OK to inherit from Utes...

This inheriting thing is handy actually, since it saves you worrying about stuff you're happy to have "default" - you could change the windblown pollen percentages if you like! ;)... if you don't - you automatically get whatever Utes has...

Anyway - when you get around to adding names - which you can do in visitor using the "Keypoints" function - they'll be written to a file in your island directory called "nameofyourisland.hpp" - so its a good idea to make a blank one and point your config to it for now - then it knows you're gonna be using your own names list - there just aren't any yet...

* make a blank textfile with notepad and call it "isleofman.hpp" - save it in beside your main island config.cpp

* add these lines into your config... directly after the ...

midDetailTexture = "ca\utes\data\ut_middle_mco.paa";

... line will do...

		class Names
	{
		#include "isleofman.hpp"
	};

Now your config has its own Names class - it'll be used instead of Utes, and as you create keypoints for your own location names in Visitor, they'll be saved into that isleofman.hpp file, and "included" in your main config when you binarize...

B

Edited by Bushlurker

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Thank you, problem solved. Now its working without having the Utes names added.

(now i am one step closer to being ready to show some photos)

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