hi,
I'm about to make my first map for arma, but I have a problem: it does not appear ingame. Â
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, Â 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;
   };
  Â
   class MushroomsPrasivka: MushroomsHorcak
   {
    model=ca\plants\clutter_prasivky.p3d;
   };
  Â
   class MushroomsBabka: MushroomsHorcak
   {
    model=ca\plants\clutter_babka.p3d;
   };
  Â
   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