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cj525

auto veg

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Hi guys, I've created a map and noticed that there are plants that are linked to certain ground textures. In my map cpp I noticed that the setup is done here eg wind effects,high min max etc.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 1.8;

scaleMax = 2.5;

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_long.p3d";

affectedByWind = 0.6;

scaleMin = 0.8;

scaleMax = 2.8;

};

I was wondering if I could modify /change what plants appear. For example could I have trees linked to the ground texture? say i have a ground texture that is called forest in the layers cfg then in the cpp I somehow script that ferns and trees auto appear? Also would the forest identifier appear on the ingame map?

Question two ;

Just a slightly different slant to the above Q, is there a link between the layers cfg and what appears ingame? so if you define trava in the "class Grass" will only certain plants appear compared to if you defined trava in the "class Mud"?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Grass

 {

   texture="UNS_AAR1\data\trava_mco.paa";

   material="UNS_AAR1\data\trava.rvmat";

 };

and what lines in the map cpp associate to what class?

will Grassgeneral have plants appear in the class grass texture?

What other defaults are there other then grassgeneral?

cheers

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class Clutter only defines the clutter model, the minimum and maximum sizes for it and whether and how much it is affected by wind.

For example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class Clutter

{

class MyLongGrass: DefaultClutter

{

model = "\Myplants\Clutter_MyGrassLong.p3d";

affectedByWind = 0.8;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1.0;

};

class MyRocks: DefaultClutter

{

model = "Myplants\Clutter_MyStoneSmall.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 1.3;

};

};

class cfgSurfaces defines the surface characteristics, for a surface, for example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class cfgSurfaces

{

class MyGrass: Default

{

access = 2;

files = "trava_*";

rough = 0.1;

dust = 0.2;

soundEnviron = "drygrass";

character = "MyGrassClutter";

};

};

The character = "MyGrassClutter" part of the above is defined in cfgSurfaceCharacters.

cfgSurfaceCharacters defines the clutter combinations which are to be used for each surface type, for example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class cfgSurfaceCharacters

{

class MyGrassClutter

{

probability[] = {0.44,0.14};

names[] = {MyLongGrass,MyRocks};

};

};

The names [] = portion being the names of the clutters defined in class Clutter above, which will be used for this surface character, which is then used on surfaces of type MyGrass also defined above in class cfgSurfaces.

Panck

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I added my own custom ground textures with my own custom clutters and own custom grass.

Contact me if you want some help wink_o.gif

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I'm getting a "undefined base class 'defaultclutter'" error while trying the posted examples..

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I'm getting the same error..... Also I couldn't change the exsiting clutter settings for BI ground textures. But if you just rename them then they act like custom textures and you can set the clutter.....I'm still trying to get it to work the script snippets aren't enough for a config hacker like myself. If anyone can add to the current info it would be very helpful

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People configs are quite easy. confused_o.gif

ArmA\addons\sara.pbo/config.cpp

Quote[/b] ]class CfgWorlds

{

class DefaultClutter

{

scaleMin = 0.9;

scaleMax = 1.2;

};

class DefaultWorld;

class CAWorld: DefaultWorld

{

class Grid{};

};

class Sara: CAWorld

{

...

class clutter

{

class GrassGeneral: DefaultClutter

{

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1;

};

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I'm getting the same error..... Also I couldn't change the exsiting clutter settings for BI ground textures. But if you just rename them then they act like custom textures and you can set the clutter.....I'm still trying to get it to work the script snippets aren't enough for a config hacker like myself. If anyone can add to the current info it would be very helpful

Solved my prob using Linker Split's nice example\tut:

http://tactical.nekromantix.com/wiki....utorial

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okay got it now I was missing the class DefaultClutter at the start...cheers

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I need help. Im no config wizard.

I renamed the bis textures to more easily names. But no clutters show up. It only says "cannot load -pathway-blabla.p3d."

Here is my config.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class BirchIsland {

units[] = {};

worlds[] = {BirchIsland};

requiredVersion = 0.1;

};

};

class DefaultLighting;

class DefaultLighting_CA : DefaultLighting {};

//+++++++++++++++++++++++++++\\

///the definition of my own ground textures\\\

//+++++++++++++++++++++++++++\\

class CfgSurfaces

{

class Default {};

class water {};

class Bergsten : Default

{

access = ReadOnly;

files = "Bergsten_*";

rough = 0.01;

dust = 0.8;

soundEnviron = "road";

character = "citysandClutter";

};

class Grovsand : Default

{

access = ReadOnly;

files = "Grovsand_*";

rough = 0.03;

dust = 0.9;

soundEnviron = "sand";

character = "desertsandClutter";

};

class Ljusgrontgras : Default

{

access = ReadOnly;

files = "Ljusgrontgras_*";

rough = 0.01;

dust = 0.09;

soundEnviron = "drygrass";

character = "grassdryClutter";

};

};

//+++++++++++++++++++++++++++\\

///////the definition of my own clutters\\\\\\\\\

//+++++++++++++++++++++++++++\\

class CfgSurfaceCharacters

{

class citysandClutter

{

probability[] = {0.0005000,0.001,0.004};

names[] = {"grassdryLong","cityrocksmall","Cityrockbig"};

};

class desertsandClutter

{

probability[] = {0.010015,0.005001,0.003001,0.000670,0.00050,0.0002};

names[] = {"grassdryShort","Desertrockssmall", "Desertrocksbig",

"Desertrockbig", "Desertrockbig2", "Desertrockbig3"};

};

class grassdryClutter

{

probability[] = {0.0500,0.0100};

names[] = {"grassgreenLong","grassgreenShort"};

};

};

//+++++++++++++++++++++++++++\\

/////////--island simple definition part--\\\\\\\\\

//+++++++++++++++++++++++++++\\

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class BirchIsland : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "BirchIsland";

icon = "";

worldName = "\BirchIsland\BirchIsland.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40; // positive is east

latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 8:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {2500, 2500, 300};

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 = 0;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 3;

minRocksInRockSquare = 4;

//+++++++++++++++++++++++++++\\

/////the real definition of my own clutters\\\\\\

//+++++++++++++++++++++++++++\\

class clutter

{

class GrassGeneral: DefaultClutter //main BI grass clutter

{

model = "\plants\clutter_grass_general.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class grassdryLong: GrassGeneral //my first definition of grass clutters,

// see the first part, and find the corrispondence of these classes

{

model="BHD_m\vege\grassdry.p3d";

affectedByWind = 0.01;

scaleMin = 1.0;

scaleMax = 1.50;

};

class grassdryShort: GrassGeneral //same goes for this class

{

model="BHD_m\vege\grassdry.p3d";

affectedByWind = 0.001;

scaleMin = 0.70;

scaleMax = 1.0;

};

class grassgreenLong: GrassGeneral //same goes for this class

{

model="BHD_m\vege\grassgreen.p3d";

affectedByWind = 0.5;

scaleMin = 1.0;

scaleMax = 1.50;

};

class grassgreenShort: GrassGeneral //same goes for this class

{

model="BHD_m\vege\grassgreen.p3d";

affectedByWind = 0.05;

scaleMin = 0.70;

scaleMax = 1.00;

};

class Desertrockssmall: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.2;

scaleMax = 0.4;

};

class Desertrockssbig: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\stone3_clutter.p3d";

affectedByWind = 0;

scaleMin = 0.2;

scaleMax = 0.4;

};

class Desertrockbig: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\stone4_invert.p3d";

affectedByWind = 0;

scaleMin = 0.4;

scaleMax = 0.8;

};

class Desertrockbig2: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\stone3a.p3d";

affectedByWind = 0;

scaleMin = 0.2;

scaleMax = 0.4;

};

class Desertrockbig3: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\stone4.p3d";

affectedByWind = 0;

scaleMin = 0.2;

scaleMax = 0.4;

};

class Cityrocksmall: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.1;

scaleMax = 0.26;

};

class Cityrockbig: GrassGeneral //main BI configuration for rocks

{

model = "\rocks\stone3_clutter.p3d";

affectedByWind = 0;

scaleMin = 0.1;

scaleMax = 0.3;

};

};

};

};

class CfgWorldList

{

class BirchIsland {};

};

Also, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEnviron = "road"; is this a path to custom enviromental sounds?

Im not so interested in adding custom files, i just want to make the renamed textures to show up clutter. help.gif

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it doesn't show any grass model cause you forgot to change the model of the plants...

I inserted the one I used in MY MAP (mogadishu) thus I wrote \BHD_m\blablabla.p3d

you have to change to the path of the model you want to insert tounge2.gif

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I need some help with this one can someone please point out what I am doing wrong? I load the map and all I can see is the small stone clutter for the pisek texture. But none of the other textures are getting any clutters.

Also is there any way to rotate the runway on the map to anything besides 0*-180*, 90*270*? I have my runway at a 33* angle. Currently it just sits on the general location of the airport and is WAY too long for some reason. help.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class Kandahar {

units[] = {};

worlds[] = {Kandahar};

requiredVersion = 0.1;

};

};

class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgSurfaces

{

class Default {};

class water {};

class Mesto : Default

{

access = ReadOnly;

files = "mesto_*";

rough = 0.01;

dust = 0.8;

soundEnviron = "drygrass";

character = "greenClutter";

};

class Pole1 : Default

{

access = ReadOnly;

files = "pole1_*";

rough = 0.03;

dust = 0.9;

soundEnviron = "drygrass";

character = "dryClutter";

};

class Pisekplaz : Default

{

access = ReadOnly;

files = "pisekplaz_*";

rough = 0.01;

dust = 0.09;

soundEnviron = "road";

character = "rock1Clutter";

};

class Skalaj : Default

{

access = ReadOnly;

files = "skalaj_*";

rough = 0.01;

dust = 0.09;

soundEnviron = "road";

character = "rock2Clutter";

};

class Pisekpoust : Default

{

access = ReadOnly;

files = "pisekpoust_*";

rough = 0.01;

dust = 0.9;

soundEnviron = "sand";

character = "sand1Clutter";

};

class Pisek : Default

{

access = ReadOnly;

files = "pisek_*";

rough = 0.01;

dust = 0.9;

soundEnviron = "sand";

character = "sand2Clutter";

};

};

class CfgSurfaceCharacters

{

class sand2Clutter

{

probability[] = {0.01,0.01,0.001,0.001,0.001};

names[] = {"SmallRocks","Stone3_Clutter","Yellowgrass","Desertgrass","Skala"};

};

class sand1Clutter

{

probability[] = {0.001,0.01,0.01,0.001,0.001,0.001};

names[] = {"skala","smallrocks","stone3_clutter","kamen2_zula","kamen3_zula","kamen4_zula"};

};

class rock2Clutter

{

probability[] = {0.01,0.01,0.01,0.01,0.01,0.01,0.01};

names[] = {"smallrocks","stone3_clutter","stone4","kamen2_zula","kamen3_zula","kamen4_zula","skala"};

};

class rock1Clutter

{

probability[] = {0.0005,0.001,0.01,0.01,0.001,0.001};

names[] = {"grassdesert","bodlak_group","smallrocks","stone3_clutter","stone4","skala"};

};

class dryClutter

{

probability[] = {0.01,0.01,0.1,0.01,0.01,0.001,0.01};

names[] = {"grassyellow","grassdesert","grasslong","bodlak_group","smallrocks","kamen3_zula","stone3_clutter"};

};

class greenClutter

{

probability[] = {0.5,0.00001,0.01,0.001,0.01,0.001,0.001,0.0001,0.01,0.01,0.0001};

names[] = {"grassgeneral","grassflowers","grasslong","grasssevenbeauty","smallrocks","skala","kamen2_zula","stone4","grassyellow","grassdesert","bodlak_group"};

};

};

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class Kandahar : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "Kandahar Afghanistan";

icon = "";

worldName = "\Kandahar\Kandahar.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40; // positive is east

latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 8:30;

startDate = 02/11/2003;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {8890,2500,300};

ilsPosition[] = {8890, 5245};

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 = 1;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

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 GrassBodlak: GrassGeneral

{

model="ca\plants\bodlak_group.p3d";

};

class SmallRocks: GrassGeneral

{

model="ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class PebbleRocks: GrassGeneral

{

model="ca\rocks\stone3_clutter.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class DeserStone1: GrassGeneral

{

model="ca\rocks\stone4.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class DeserStone2: GrassGeneral

{

model="ca\rocks\skala.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class DeserStone3: GrassGeneral

{

model="ca\rocks\kamen2_zula.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class DeserStone4: GrassGeneral

{

model="ca\rocks\kamen5_zula.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

class DeserStone5: GrassGeneral

{

model="ca\rocks\kamen3_zula.p3d";

affectedByWind = 0;

scaleMin = 0.90;

scaleMax = 1.10;

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.3;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.5 - (meadow * 0.3) + (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;

};

};

};

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 {

class MainCity

{

name="Kandahar";

position[]={7198.05,6254.41};

type="NameVillage";

radiusA=100;

radiusB=100;

};

//**SNIP SNIP**

class Airport

{

name="KDH Kandahar";

position[]={8940.15,4962.73};

type="NameVillage";

radiusA=100;

radiusB=100;

};

};

};

};

class CfgWorldList {

class Kandahar {};

};

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The reason you only see some clutters is because they are the only valid clutter names listed in your cfgsurfacecharacters section.

"SmallRocks","grassgeneral","grassflowers","grasslong&q

uot;,"grasssevenbeauty","grassyellow","grassdesert":

These are ok as they are defined in your class Clutter section.

These are not working because they are not defined in class Clutter:

"Stone3_Clutter","Yellowgrass","Desertgrass","Skala&quo

t;,"kamen2_zula","kamen3_zula","kamen4_zula","stone4&qu

ot;,"bodlak_group"

Seems the forum software likes to change " for &quo

t; on a random basis.

Planck

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