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icfhoop

Config Help

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Hello all, I was wondering is this config wrong or something, I got it from the samplemap BI provided but i cant get my island in game ?

#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 SampleMap

{

units[] = {SampleMap};

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 Iraq: CAWorld

{

access = 3;

worldId=3;

cutscenes[] = {SampleMapIntro1};

description = "Iraq";

icon="";

worldName=\ca\SampleMap\SampleMap.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 "SampleMap.hpp"

};

};

};

class CfgWorldList

{

class SampleMap {};

};

class CfgMissions

{

class Cutscenes

{

class SampleMapIntro1

{

directory = "ca\SampleMap\data\scenes\intro.SampleMap";

};

};

};

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Moving.

icfhoop

Please stop bumping your own threads. If there is someone knowing the answer he surely would post. If not then there's a reason for that.

Bumping your topic doesn't help then.

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