bensu 2 Posted February 29, 2008 hi, I'm about to make my first map for arma, but I have a problem: it does not appear ingame.  here is my config.cpp. I took the one form the BIS sample map and just replaced "samplemap" with "island_01" and changed the description and the path to the *.wrp file. <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 Island_01 { units[] = {Island_01}; 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 Island_01: CAWorld { access = ReadAndWrite; worldId=8; cutscenes[] = {Island_01Intro1}; description = "Bensu 1 test"; icon=""; worldName=\ArmA_Islands\Island_01\Island_01.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 "Island_01.hpp"   };  }; }; class CfgWorldList { class Island_01 {}; }; class CfgMissions {  class Cutscenes  {   class Island_01Intro1   {    directory = "ArmA_Islands\Island_01\data\scenes\intro.Island_01";   };  }; }; And here are the sources (if someone wants to have a look at them): map Share this post Link to post Share on other sites
Sergei_Q 0 Posted February 29, 2008 What are you packing into pbo, the whole ArmA_Islands and subdirectories, or Island_01 and subdirectories? If the former, should the config not be in the root? If the latter, the path worldName=\ArmA_Islands\Island_01\Island_01.wrp is wrong. Share this post Link to post Share on other sites
bensu 2 Posted February 29, 2008 Ah, yep, that was the fault. The PBO just contains the island_01 folder so the path to the *.wrp file is Island_01\Island_01.wrp thanks a lot Sergei_Q Share this post Link to post Share on other sites