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bensu

map doesn't appear ingame

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hi,

I'm about to make my first map for arma, but I have a problem: it does not appear ingame.  confused_o.gif

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

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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.

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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

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