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askingmachine

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About askingmachine

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  1. askingmachine

    Terrain Maker Competition 2012

    Well I feel it's more important to create an island precisely as the creator visualizes it and not to limit it with rules as the end result and the joy of playing is the only what matters in the end. That's why I'll just step aside. Thanks anyway, this is a great change for many to prove their skills. agh... sorry my bad language & expression skills. I meant it would have been nice if somebody would have take a look into my island too (which is too big for this competition). Not saying anything like this isn't official or smthing... My rule suggestion were just suggestion. I had no purpose to irritate anybody. Sorry.
  2. askingmachine

    Terrain Maker Competition 2012

    It seems I need to quote myself now.. Of course I'm a bit bitter to be left out, but I guess the most important thing is just to enjoy making terrains, so it's ok to be left out. Would just been nice to have some official sounding guy check out my project (which is too big for the competition). Not need to be angry, dude.
  3. askingmachine

    Terrain Maker Competition 2012

    Yes I understand that 10x10 are quite bit of work but what I don't understand why there has to be limits?. Bigger but badly made terrains doesn't give any unfair advantage. And if somebody just is so fast that he can make for an e.g. 8x8km (pros?) why to disallow it? Only the players will loose with this kind of limits :/ I understand that the idea of the competition is just to get us some new blood to terrain editing as the old guys aren't leaving anyway but could the pro's have their own category without any size or other 'imagination' limits? Would be really a bummer if a creator like a icebreakr should had to make a smaller island with no cool models just because he wants to be in a competition. Best terrain overall should be _the_best_terrain_overall, not the 'best terrain within the limitations of this competition' But anyways the idea of the competition is still great. We really need some new talents. For an example in my opinion icebreakr's islands are big and fun yes, but the visual quality isn't so great when compared to bis maps or podagorsk and some other custom maps so I'm sure the "best terrain overall" will be interesting. Let's just hope ppl in future will continue to discuss about their ongoing island projects and not just be quiet in fear of maybe-coming-competitions... Thanks!
  4. askingmachine

    Terrain Maker Competition 2012

    I'm making a new island (as a noobie) and it's 8km^2, so I'm automaticly out of the competition? Why is that? Makes me sad :( Why not for an example 4km^2 - 10km^2 size cap? If someone needs to make a bigger island, why to limit him? Big island doesn't automaticly mean better island... And what do you mean exactly by 'Public release'? You can't post images from your project progress? I believe this will reduce the spirit of making islands if you don't have a change to get any feedback during the process like island makers normally get... Thirdly, the terrains which are started before this competition started (new terrains, not patched) are automaticly out? How are you going to prove that the competitor X hasn't started making the island two years ago and just have been silent about it? Please, check your rules, these doesn't seem very fair or then I'm just not a good reader...
  5. askingmachine

    Forest borders not working

    Actually it worked! Contours came back! Thanks! But another problem which came with the new configs... I'm getting pretty long error log: ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ruins\ruin_chimney.p3d: house, config class missing ca\structures\ruins\ruin_01.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures\mil\mil_guardhouse.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\a_cranecon\a_cranecon.p3d: tower, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_ground1.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\shed_ind\shed_ind02.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\a_buildingwip\a_buildingwip.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures\mil\mil_guardhouse.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\ind_workshop01\ind_workshop01_02.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\structures\shed_ind\shed_ind02.p3d: house, config class missing ca\buildings2\ind_tank\ind_tankbig.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\structures_e\ind\ind_oil_mine\ind_oil_tower_ep1.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing and so on... It seems not to affect anything ingame, but the log can get quite ugly..
  6. askingmachine

    Forest borders not working

    Yes, I'm using BinPBO Settings List of files to copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat; project folder: P:\lnd temp folder: P:\temp addon prefix [automaticly] binarize [x] create signature [x] ------------------------------ BinPBO log-file: Cannot register unknown string STR_STATE_HEALSOLDIER Cannot register unknown string STR_STATE_FIRST_AID Cannot register unknown string STR_UI_RADARRANGE Cannot register unknown string STR_ACTION_LAUNCHCM Cannot register unknown string STR_ACTION_NEXTCM Cannot register unknown string STR_USRACT_ACTION_CONTEXT Cannot register unknown string STR_USRACT_OPTICS_MODE Cannot register unknown string STR_USRACT_ZEROING_UP Cannot register unknown string STR_USRACT_ZEROING_DOWN Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11 Cannot register unknown string STR_DISP_LEFT Cannot register unknown string STR_DIFF_CAMERA_SHAKE Cannot register unknown string STR_FREETRACK Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON Cannot register unknown string STR_MSG_ADDON_NOT_FOUND Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation Creating texture headers file... Texture headers file was not created - no textures found. [/Code] [b]Island configs:[/b] [code]#define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class TestlandS { units[] = {"TestlandS"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings", "CABuildings2", "CAMisc", "CARoads2"}; }; }; class CfgVehicles { class ThingEffect; // External class reference class ThingEffectLight; // External class reference class ThingEffectFeather; // External class reference class Land; // External class reference class FXCrWindLeaf1 : ThingEffectLight { scope = protected; model = "\ca\plants2\clutter\cr_leaf.p3d"; displayName = "Internal: FxCrWindLeaf1"; airFriction2[] = {2, 2, 8}; airFriction1[] = {1, 1, 4}; airFriction0[] = {0.3, 0.3, 0.1}; airRotation = 0.35; minHeight = 0.3; avgHeight = 5.5; maxHeight = 10.0; }; }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld : DefaultWorld { class Grid {}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather : Weather { class Lighting; }; }; class DefaultLighting; class TestlandS : CAWorld { access = 3; worldId = 4; cutscenes[] = {"testlandintro1"}; description = "My own island"; icon = ""; worldName = "\lnd\testland_s_c\myland.wrp"; pictureMap = ""; pictureShot = "\lnd\testland_s_d\data\selectisland_testland.paa"; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = 30; // positive is east latitude = -72; // positive is south class ReplaceObjects {}; class Grid : Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = 100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = 1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = 10000; }; }; startTime = 12:00; startDate = 10/06/2000; startWeather = 0.20; startFog = 0.30; forecastWeather = 0.35; forecastFog = 0.25; centerPosition[] = {1200, 7000, 1000}; seagullPos[] = {2000, 150, 1700}; ilsPosition[] = {1200, 3200}; ilsDirection[] = {-0.8200, 0.080, 0.4000}; ilsTaxiIn[] = {2453, 1050, 1224, 3290, 2116, 2207, 2134, 4219, 2262, 4317}; ilsTaxiOff[] = {2000, 2009, 1670, 2980, 1642, 2988, 1683, 3001}; drawTaxiway = 1; class SecondaryAirports {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { groundReflection[] = {0.06, 0.06, 0.03}; }; class DayLightingBrightAlmost : DayLightingBrightAlmost { deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0}; fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1}; sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1}; earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1}; midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1}; morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1}; noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1}; }; class DayLightingRainy : DayLightingRainy { deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0}; fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5}; earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1}; morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1}; lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1}; noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1}; }; class Weather : Weather { class Lighting : Lighting { class BrightAlmost : DayLightingBrightAlmost { overcast = 0; }; class Rainy : DayLightingRainy { overcast = 1.0; }; }; }; clutterGrid = 1.0; clutterDist = 170; noDetailDist = 30; fullDetailDist = 15; midDetailTexture = "lnd\testland_s_d\data\testland_middetdist.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 2; class clutter { class GrassTall : DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class StubbleClutter : DefaultClutter { model = "ca\plants2\clutter\c_stubble.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.9; scaleMax = 1.1; }; class AutumnFlowers : DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch : DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class GrassCrooked : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class GrassCrookedGreen : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class GrassCrookedForest : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class WeedDead : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class HeatherBrush : DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.9; scaleMax = 1.8; surfaceColor[] = {0.53, 0.5, 0.37, 1}; }; class WeedSedge : DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class WeedTall : DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class BlueBerry : DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class RaspBerry : DefaultClutter { model = "ca\plants2\clutter\c_raspBerry.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class FernAutumn : DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class FernAutumnTall : DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1.0; }; class SmallPicea : DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.05; scaleMin = 0.75; scaleMax = 1.25; }; class PlantWideLeaf : DefaultClutter { model = "ca\plants2\clutter\c_WideLeafPlant.p3d"; affectedByWind = 0.1; scaleMin = 1.0; scaleMax = 1.0; }; class MushroomsHorcak : DefaultClutter { model = "ca\plants2\clutter\c_MushroomHorcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomBabka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d"; }; }; 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 Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; 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; }; }; }; class SmallInsects { radius = 3; 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 WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxCrWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxCrWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxCrWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; class FxCrWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxCrWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxCrWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; }; class Names { class testland_n01 { name = "Areatest"; position[] = {1700, 7000}; type = "NameLocal"; speech[] = {}; radiusA = 100; radiusB = 100; angle = 0.0; }; }; }; }; class CfgWorldList { class TestlandS {}; }; class CfgMissions {}; class CfgSurfaces { class Default {}; class Water {}; class testland_FOR1 : Default { access = 2; files = "lnd_forest_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "testland_fcl"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class testland_gc { probability[] = {0.75, 0.012}; names[] = {"GrassCrookedGreen", "WeedDead"}; }; class testland_fcl { probability[] = {0.40, 0.10, 0.002, 0.003, 0.02, 0.4, 0.3}; names[] = {"BlueBerry", "MushroomsHorcak", "FernAutumn", "MushroomsPrasivka", "RaspBerry", "SmallPicea", "AutumnFlowers"}; }; };
  7. Hi, I need your help once again. I couldn't google anyone who would have the same problem so my last change is to ask from you: My new island's forest and rock contours aren't showing ingame (Those green areas @ map) I've setup following setting into my island's config file: minTreesInForestSquare = 4; minRocksInRockSquare = 2; And yes, I have very tense forests and rock areas so that shouldn't be the problem. What makes this even more curious case is that once those forest areas were visible, but after formating my PC they were gone. I'm using bi tools 2.51 What I've tried: - Copy & paste new configs from working islands (Cherna, Podagorsk) - Rewrote configs million times (at least) - Re-installing bi-tools 2.51 - Try bi-tools 2.0 - Deleting all objects from the island except the trees Any ideas? Anything? I'm getting a bit worried here :(
  8. askingmachine

    ARMA2OA and LAN playing

    Then there's three kids playing and one crying :( (because I have to play one :) )
  9. askingmachine

    ARMA2OA and LAN playing

    Is there any way to play in the same server with two or more computers, if you only have one game? It's getting pretty expensive to buy four same games for four children so that they could play together. Nutshell: 1 game, 4 players in same local area network = possible?
  10. Hi, The problem is that I can't get AI units' eventhandlers to work... I have added this line into AIs' init: this addEventHandler ["killed", {hint "testing testing"}]; And it seems to work fine in my own host, but when moving to dedicated, it does not work anymore. Why is that? I need to have this working for my respawn mission. The game is operation arrowhead. Thanks
  11. askingmachine

    How to create only one LGB bomb?

    Ah of course! Thank you! +1
  12. How to create only one LGB bomb, using .sqf file? The problem is that you cannot create (type = ammo) objects correctly with createvehiclelocal or createvehicle ... I've already tried this: [] spawn { while {true} do { Bomb = "Bo_GBU12_LGB" createVehicle (position leko); sleep 30; }; }; But the script above creates one LGB for each player... so if there's 128 players, there will be 128 LGBs every 30 seconds and that's not how it should be :D
  13. nvm I got everything to work by re-doing everything... this post can be deleted.
  14. I agree with Daffe.. you shouldn't have to read the whole tutorial if you name your steps by one, two, three... I read and make. I start from first step and move to second... and then there comes this "wand01" texture... WTF is that I thought... four hours I spent searching, guessing and thinking what it could be... I even tried to use my browser's search tool to find if there's somewhere else mentioned TUT_Wand1_CO.paa but no... you mention it only once... I now know that WAND is germany and it means WALL, but if you read your own tutorial.. you can see that you have first used word WALL and then it changes to WAND... Please, fix this, I'm sure that many other 1st time @ Oxygen 2 will be frustrated with that wand texture which comes from nowhere... We read from up to down, no down to up.
  15. askingmachine

    My island my environment sounds?

    This is how my config.cpp is atm: #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class UNI1 { units[] = {"Unnamed Island"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings", "CABuildings2", "CAMisc", "CARoads2"}; }; }; class CfgEnvSounds { class uni1_sound_Trees { name = "uni1_sound_trees"; sound[]={"\uni1\Sounds\Enviroment\forest", 0.1, 1}; volume="trees*(1-rain)*(1-night)"; }; }; .... .... and so on I can hear the new sound ingame, but I can also hear it in chernarus/utes... I'm guessing that my sound script is in a wrong location? Where it should be inside the config.cpp?
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