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Allie

Dedicated server

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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.

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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"};

};

};

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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.

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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

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