Allie 0 Posted December 16, 2007 Why is my island not working on dedicated server. After all that work, what the crp is going on, i'm givin up again. I'm sorry, this is just stupid. Share this post Link to post Share on other sites
.kju 3244 Posted December 16, 2007 Thats the config of Sickboy. As far as I know that works on dedicated servers. However the config is not good. Much too much crap in there: <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 borderlite { units[] = {borderlite}; 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 borderlite: CAWorld { access = ReadOnlyVerified; worldId = 5; cutscenes[] = {borderliteIntro1}; description = "Iraq Iran border lite V1"; icon = ""; worldName = \borderlite\brdlite.wrp; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 45; // positive is east latitude = -34; // 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 = 01/05/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {5120,5120,300}; // landing place - airport ilsPosition[] = {1480.83,8784.63}; ilsDirection[] = {0,0.08,1}; ilsTaxiIn[] = {1360.26,8344.19, 1359.55,8586.04, 1360.26,8747.04, 1420.55,8829.31, 1480.83,8784.63}; ilsTaxiOff[] = {1480.12,8090.99, 1421.26,8020.07, 1361.68,8104.47, 1360.26,8344.19}; 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 xxGrassGeneral: 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 xxGrassFlowers: xxGrassGeneral { model = ca\plants\clutter_grass_flowers.p3d; }; class xxGrassLong: xxGrassGeneral { model = ca\plants\clutter_grass_long.p3d; affectedByWind = 0.6; scaleMin = 0.60; scaleMax = 1.10; }; class xxGrassSevenbeauty: xxGrassGeneral { model = ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class xxGrassYellow: xxGrassGeneral { model = ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class xxGrassDesert: xxGrassGeneral { model = ca\plants\clutter_grass_desert.p3d; }; class xxForestFern: xxGrassGeneral { model = ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class xxSmallRocks: xxGrassGeneral { model = ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; class xxFlowersColor: xxGrassGeneral { model = ca\plants\clutter_smetanka.p3d; }; class xxFlowersWhite: xxGrassGeneral { model = ca\plants\clutter_white_flower.p3d; }; class xxMushroomsHorcak: xxGrassGeneral { model = ca\plants\clutter_horcak.p3d; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class xxMushroomsPrasivka: xxMushroomsHorcak { model = ca\plants\clutter_prasivky.p3d; }; class xxMushroomsBabka: xxMushroomsHorcak { model = ca\plants\clutter_babka.p3d; }; class xxMushroomsMuchomurka: xxMushroomsHorcak { 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 "brdlite.hpp" }; }; }; class CfgWorldList { class borderlite {}; }; class CfgMissions { class Cutscenes { class borderliteIntro1 { directory = "borderlite\data\scenes\intro.borderlite"; }; }; }; class CfgSurfaces { class Default {}; class water {}; class zandbak: Default { access = ReadOnly; files = "xxpisek_*"; rough = 0.02; dust = 0.3; soundEnviron = "sand"; character = "xxSandClutter"; }; class zandplant: Default { access = ReadOnly; files = "xxpole1_*"; rough = 0.01; dust = 0.20; soundEnviron = "sand"; character = "xxDirtClutter"; }; class zandgras: Default { access = ReadOnly; files = "xxmesto2_*"; rough = 0.01; dust = 0.15; soundEnviron = "gravel"; character = "xxcityClutter"; }; class grassie: Default { access = ReadOnly; files = "xxtravajih_*"; rough = 0.01; dust = 0.09; soundEnviron = "drygrass"; character = "xxGrassClutter"; }; class wegisies: Default { access = ReadOnly; files = "ces*"; rough = 0.005; dust = 0.01; soundEnviron = "road"; character = "Empty"; }; class weg: Default { access = ReadOnly; files = "sil25*"; rough = 0.005; dust = 0.01; soundEnviron = "road"; character = "Empty"; }; }; class CfgSurfaceCharacters { class xxGrassClutter { probability[] = {0.500000,0.050000,0.040000}; names[] = {"xxgrasslong","xxGrassSevenbeauty","xxFlowersWhite"}; }; class xxSandClutter { probability[] = {0.040000}; names[] = {"xxSmallRocks"}; }; class xxDirtClutter { probability[] = {0.020000}; names[] = {"xxGrassdesert"}; }; class xxcityClutter { probability[] = {0.030000}; names[] = {"xxGrassSevenbeauty"}; }; }; Share this post Link to post Share on other sites
.kju 3244 Posted December 16, 2007 You might wanna try this one instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class PBO_NAME { units[] = {"ISLANDNAME"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Sara"}; }; }; class CfgWorlds { class Sara; class YOUROFPECTAG_ISLANDNAME: Sara { description = "ISLANDNAME"; worldName = "\SampleMap\SampleMap.wrp"; }; }; class CfgWorldList { class YOUROFPECTAG_ISLANDNAME{}; }; Replace all strings in UPPERCASE. Share this post Link to post Share on other sites
Allie 0 Posted December 16, 2007 I'm really sorry, to long behind it this weekend. Problem was QueensGambit addon, not on dedicated server. Again, really sorry, i need a bit of a break again. Later, Allie Share this post Link to post Share on other sites