jumpinghubert 49 Posted October 27, 2011 I tried the normal method but toh didn´t start. What do i need from the arma2/oa addon folder? Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted October 27, 2011 -mod= does work, partially. I started with @isla_duala and @lingor, they were present in the Expansions screen but not present in the Island list. Share this post Link to post Share on other sites
jumpinghubert 49 Posted October 28, 2011 yes, I tried it with a couple of single island too and get same results. Maybe the lack of regular arma2-addons. Share this post Link to post Share on other sites
armored_sheep 56 Posted October 28, 2011 yes, I tried it with a couple of single island too and get same results. Maybe the lack of regular arma2-addons. True. Addon of an island itself usualy does not contain models of all objects that were placed on the map. Share this post Link to post Share on other sites
sickboy 13 Posted October 28, 2011 (edited) Collecting the files required to use the original A2/OA islands. Currently I've got Chernarus and Utes: http://www.pastie.org/2772336 This gives a few issues with the UI (menu etc). UI.pbo is required by Misc.pbo, which is required by some of the Island addons. Didn't look yet if they are only required by the islands themselves and not the objects (in that case it would be fine for 3rd party addons probably). Will look later for improvements. ---------- Post added at 12:30 ---------- Previous post was at 12:29 ---------- OA original islands is harder, as the original pbo's require version > 1.01 of application :D Warning Message: Addon CA_E_ParticleEffects requires version 1.04 of application. Warning Message: Addon CA_E requires version 1.02 of application. Warning Message: Addon Desert_E requires version 1.02 of application. Warning Message: Addon Takistan requires version 1.02 of application. At the next patch the 1.02 requirement is probably resolved, but 1.04 should take longer... That error might actually not be a problem. Edited October 28, 2011 by Sickboy Share this post Link to post Share on other sites
jumpinghubert 49 Posted October 28, 2011 thanks sickboy, I will try it later! Share this post Link to post Share on other sites
metalcraze 290 Posted October 28, 2011 Maybe BIS should add a launch string key like "-ignoreversionerr" or something? Share this post Link to post Share on other sites
maddogx 13 Posted October 28, 2011 And add a "requiredBuild" attribute to the configs so that requiredVersion can be phased out. Comparing build numbers would make more sense. Share this post Link to post Share on other sites
metalcraze 290 Posted October 28, 2011 Good idea since as I see both Take On's and ArmA 2's builds go hand in hand Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 28, 2011 OA original islands is harder, as the original pbo's require version > 1.01 of application :D Hehe, awesome. Bet they didn't see that one coming. :p Share this post Link to post Share on other sites
sickboy 13 Posted October 28, 2011 (edited) And add a "requiredBuild" attribute to the configs so that requiredVersion can be phased out. Comparing build numbers would make more sense. Supplemental perhaps - as e.g it would go wrong in case of betas where data usually is not available but exe build is :) While the requiredVersion in addons is used not just for engine features but also data :) ---------- Post added at 14:19 ---------- Previous post was at 13:57 ---------- Updated with some info on the OA islands; http://www.pastie.org/2772336 Hopefully the integration can be further improved in the future. If only objects are needed and not the islands, then it might look somewhat better already. Edited October 28, 2011 by Sickboy Share this post Link to post Share on other sites
maddogx 13 Posted October 28, 2011 Supplemental perhaps - as e.g it would go wrong in case of betas where data usually is not available but exe build is :)While the requiredVersion in addons is used not just for engine features but also data :) A valid point, but how often would such problems realistically occur? Addons and mods are almost exclusively released for builds where the data is also present, i.e. for full patches. And even if they were released for a beta build, the content creator would not have any data that the potential users do not. The only case where this could concievably go wrong is if someone built their content against for example 1.60 after it is released, but for some reason set the requiredBuild number of the addon to lower than the 1.60 release build number. Then, someone with 1.59 and a beta build could concievably have problems when trying to use the addon in question. But in this case it would be the addon makers fault for misconfiguring his addon, and the users fault for not updating to the required version. I don't see how the problem you describe could ever happen during normal real world usage. :) Share this post Link to post Share on other sites
scruffy 22 Posted October 30, 2011 I got Bushlurkers Lolona'i into TKOH with some creative config twiddling, Berghoffs African plants work without edits. I also tried Mondkalbs NAM, but that has got more A2 dependencies than I thought. It's running, but crashes and throws errors. Which other islands use only their own stuff? Has anyone tried if the objects from A2/OA work? Share this post Link to post Share on other sites
Fr3eMan 16 Posted November 12, 2011 any news on this front? Share this post Link to post Share on other sites
Derbysieger 11 Posted November 12, 2011 You can just copy data from your Arma 2 AddOns folder into a modfolder until TKOH starts. It gives me lots of errors but it works ;) Share this post Link to post Share on other sites
jumpinghubert 49 Posted November 12, 2011 to get for example the summervegetation pack working you have to put it into a new mod folder and in the link extension after the first a2-modfolder to overwrite the default vegetation. Share this post Link to post Share on other sites
firemane 0 Posted November 12, 2011 Hmm... How about the Sahrani pack that was used to port the original Sahrani to Arma 2? If I remember correctly it has all the buildings and objects it requires included. That may work. Share this post Link to post Share on other sites
Fr3eMan 16 Posted November 13, 2011 You can just copy data from your Arma 2 AddOns folder into a modfolder until TKOH starts. It gives me lots of errors but it works ;) you have right man! Share this post Link to post Share on other sites
metalcraze 290 Posted November 13, 2011 Does it mean ArmA2 soldier/vehicle mods will also work with Take On? Can you test? Share this post Link to post Share on other sites
Baraka 10 Posted November 13, 2011 Does it mean ArmA2 soldier/vehicle mods will also work with Take On?Can you test? Yes. Just load your A2 and OA Stuff in an Modfolder. I load at first the A2 content, then OA and then Usermade stuff. Works very well. Had a nice fly trough Clafghan today :D Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted November 13, 2011 please, could someone remind me the -mod syntax that allows me to use a mod folder from a different directory than Take on Helicopters. I would rather not copy multiple gigabytes of Arma2 content if I can avoid it. thanks. Share this post Link to post Share on other sites
nev_vern 10 Posted November 13, 2011 Will a 10 second Google search I found the syntax is: -mod=c:/ArmA2/AddOns Of course change it to point to your arma2 addons folder, which ever drive that may be. Pretty simple, huh? :) Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted November 14, 2011 Will a 10 second Google search I found the syntax is:-mod=c:/ArmA2/AddOns Of course change it to point to your arma2 addons folder, which ever drive that may be. Pretty simple, huh? :) not so simple. may work for A2, but not for ToH. Share this post Link to post Share on other sites