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German_Hazze

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Oct 17th, 2019
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  1. class CfgPatches
  2. {
  3. class Fallen_Hope
  4. {
  5. requiredAddons[] = {"DZ_Data"};
  6. };
  7. };
  8.  
  9. // scenes for the mission in main menu
  10. class CfgCharacterScenes
  11. {
  12. class Fallen_Hope
  13. {
  14. class loc1
  15. {
  16. target[] = {4353.24, 3178.16, 27.91};
  17. position[] = {4361.72, 3172.31, 1.1};
  18. fov = 0.5236;
  19. date[] = {2011, 10, 11, 11, 22};
  20. overcast = 0.15;
  21. rain = 0.0;
  22. fog = 0.0;
  23. };
  24. };
  25. };
  26. // mission for the main menu this path does not have to exist, the important is \intro.worldname
  27. class CfgMissions
  28. {
  29. class Cutscenes
  30. {
  31. class Fallen_HopeMenu
  32. {
  33. directory = "";
  34. };
  35. };
  36. };
  37.  
  38. // actual cfgworlds class
  39. class CfgWorlds
  40. {
  41. class DefaultLighting;
  42. class CAWorld;
  43. class ChernarusPlus: CAWorld
  44. {
  45. class Grid;
  46. };
  47. class Fallen_Hope: ChernarusPlus
  48. {
  49. // name of the world
  50. description = "Fallen_Hope";
  51.  
  52. // position on Earth (for sky simulation)
  53. longitude = 30.0; // positive is east
  54. latitude = -45.0; // positive is south
  55.  
  56. // link of wrp file (exported from Terrain Builder)
  57. worldName = "Fallen_Hope\world\Fallen_Hope.wrp";
  58.  
  59. // link of world and required cutscene for the main menu
  60. cutscenes[] = {"Fallen_HopeMenu"};
  61.  
  62. // link of default central economy files for this terrain
  63. // (game will look into this folder when you attempt to init CE in your mission)
  64. ceFiles = "";
  65.  
  66. // navmesh definition (path for navmesh inside hpp)
  67. class Navmesh
  68. {
  69.  
  70. };
  71.  
  72. // default time and date
  73. startTime = "14:20";
  74. startDate = "12/10/2019";
  75.  
  76. // for map init
  77. centerPosition[] = {20480.0, 20480.0, 300.0};
  78.  
  79. // how dense grass-clutter should be
  80. clutterGrid = 1.0;
  81. // how far visible grass-clutter should be
  82. clutterDist = 125.0;
  83.  
  84. // values for lerp between detailed terrain surfaces and satellite texture
  85. noDetailDist = 65.0;
  86. fullDetailDist = 10.0;
  87.  
  88. // link of materials for detailed terrain surfaces (for specular to work)
  89. class UsedTerrainMaterials
  90. {
  91. material1 = "DZ\surfaces\data\terrain\cp_rock.rvmat";
  92. material2 = "DZ\surfaces\data\terrain\cp_grass_tall.rvmat";
  93. material3 = "DZ\surfaces\data\terrain\cp_dirt.rvmat";
  94. material4 = "DZ\surfaces\data\terrain\cp_grass.rvmat";
  95. material5 = "DZ\surfaces\data\terrain\cp_conifer_common1.rvmat";
  96. material6 = "DZ\surfaces\data\terrain\cp_conifer_moss2.rvmat";
  97. material7 = "DZ\surfaces\data\terrain\cp_broadleaf_dense1.rvmat";
  98. };
  99.  
  100. // mid-distance noise to prevent seeing bluriness of satellite texture at those distances
  101. midDetailTexture = "";
  102.  
  103. // normal map for shadowing of grass-clutter
  104. terrainNormalTexture = "";
  105.  
  106. // generated terrain outside of the map borders
  107. class OutsideTerrain
  108. {
  109. satellite = "";
  110. enableTerrainSynth = false;
  111. class Layers
  112. {
  113. class Layer0
  114. {
  115. nopx = "DZ\surfaces\data\terrain\cp_grass_nopx.paa";
  116. texture = "DZ\surfaces\data\terrain\cp_grass_ca.paa";
  117. };
  118. };
  119. };
  120.  
  121. // override for sea materials (enfusion materials)
  122.  
  123.  
  124. // 2d map location names
  125. class Names
  126. {
  127. };
  128.  
  129. // 2d map airfields
  130. ilsPosition[] = {};
  131. ilsDirection[] = {};
  132. ilsTaxiOff[] =
  133. {
  134.  
  135. };
  136. ilsTaxiIn[] =
  137. {
  138.  
  139. };
  140. drawTaxiway = false;
  141. class SecondaryAirports {};
  142.  
  143. // 2d map grid
  144. class Grid
  145. {
  146. offsetX = 0.0;
  147. offsetY = 0.0;
  148. class Zoom1
  149. {
  150. zoomMax = 0.15;
  151. format = "XY";
  152. formatX = "000";
  153. formatY = "000";
  154. stepX = 100.0;
  155. stepY = 100.0;
  156. };
  157. class Zoom2
  158. {
  159. zoomMax = 0.85;
  160. format = "XY";
  161. formatX = "00";
  162. formatY = "00";
  163. stepX = 1000.0;
  164. stepY = 1000.0;
  165. };
  166. class Zoom3
  167. {
  168. zoomMax = 1e+030;
  169. format = "XY";
  170. formatX = "0";
  171. formatY = "0";
  172. stepX = 10000.0;
  173. stepY = 10000.0;
  174. };
  175. };
  176.  
  177. minTreesInForestSquare = 10; // for 2d map (also affects forest controller)
  178. minRocksInRockSquare = 5; // for 2d map
  179.  
  180. soundMapAttenCoef = 0.01; // sound map params
  181. class SoundMapValues
  182. {
  183. treehard = 0.03;
  184. treesoft = 0.03;
  185. bushhard = 0.0;
  186. bushsoft = 0.0;
  187. forest = 1.0;
  188. house = 0.3;
  189. church = 0.5;
  190. };
  191. class Sounds
  192. {
  193. sounds[] = {};
  194. };
  195.  
  196. // ambient life (flies, leaves,..)
  197. class Ambient {};
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