PMC websites shut down November 13th 2025 unless web hosting fees are paid. See up to date status from PMC Website Hosting and Domain Registration Fee Status forum topic. Please Support PMC to help keep these websites online.

Enjoyed or found this pages content useful, please Support PMC to help me keep this web page online beyond November 13th 2025 when web hosting fees are due.

User Tools

Site Tools


arma:config:cfgsurfaces

This is an old revision of the document!


cfgSurfaces

This is brief description for cfgSurfaces class which can be used to create ground clutter (grass, foliage etc).

Remember that the ground clutter does NOT have geometry or shadows. So you cannot make forest (big tree) clutter or houses or anything else which might effect AI or human players taking cover or interact with. Ground clutter is purely an nice eye candy and nothing more.

class zandbak: Default
{
	access = ReadOnly;
	files = "xxpisek_*"; //all files starting with "xxpisek" will be defined
	rough = 0.02; // roughness setting, the way vehicles move on these textures(higher number, more bumps)
	dust = 0.3; // amount of dust vehicles will create on these textures(higher number, more dust)
	soundEnviron = "sand"; // sound effect when driving or walking on these textures
	character = "xxSandClutter"; // this is the clutter stuff you defined which will be placed on the textures
};

And

class cfgSurfaceCharacters
{
	class xxGrassClutter
	{
		// how much stuff from the clutters will be placed,
		// so in this case 3 numbers representing the 3 names on next line.
		probability[] = { 0.5, 0.05, 0.04 };
		names[] = { "xxgrasslong", "xxGrassSevenbeauty", "xxFlowersWhite" };
	};
 
	class xxSandClutter
	{
		// just one number, next line just defines 1 clutter
		probability[] = { 0.04 };
		names[] = { "xxSmallRocks" };
	};
};
arma/config/cfgsurfaces.1239958032.txt.gz · Last modified: 2009/04/17 08:47 by snakeman