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George_Smiley

How do I : make an AH-6 addon ...

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Hi.

 

So. lets just, for one small time, imagine that I have some cool thing I have added to the Ah-6 ( I don't yet...) .

 

What exactly is needed to make an addon ?  What steps are needed etc. ( not the making things from scratch but using existing files...)

 

I have looked in the .pbos of other addon helicopters ... do I just copy that?

Is that all ?

 

No I haven't looked on youtube etc etc and prefer a more direct to the point solution.

 

If it is simply putting things into a folder and then making that into a .pbo  and then making the @ mod folder structure.

That seems simple enough.  Or did I do it wrong ?

 

At this juncture I only wish to make an addon that works.  Not the stuff inside it. 

 

At some point I would like to modify a model etc etc but right now getting the basics organised seems more rational.

 

A guide that explains the basics ( for this operation ) would be great but I am tired of reading overly verbose manuals that start by listing controls...

 

Thanks !

 

George.

 

 

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@George_Smiley  No, you can't actually just modify the game's pbo's, it's not allowed to do that.
To make mods there are the sample models etc. here is the information about licenses, models, etc.

 

https://community.bistudio.com/wiki/Category:Public_Data

 

https://www.bohemia.net/community/licenses/licensed-data-packages

 

To make a mod you have to learn several things, it's not just about modifying files and nothing else, you have to learn how to make configurations for them, etc, etc.-

 

https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial

 

 

GHOST.-

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31 minutes ago, dalber24 said:

@George_Smiley  No, you can't actually just modify the game's pbo's, it's not allowed to do that.
To make mods there are the sample models etc. here is the information about licenses, models, etc.

 

https://community.bistudio.com/wiki/Category:Public_Data

 

https://www.bohemia.net/community/licenses/licensed-data-packages

 

To make a mod you have to learn several things, it's not just about modifying files and nothing else, you have to learn how to make configurations for them, etc, etc.-

 

https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial

 

 

GHOST.-

 

Yeah, I'm simply looking at the "addon" part of the mod. Like what you have to do to make the mod.

 

Put these files in here, wrap in .pbo... make a folder called @ whatever  and then create line in short cut -mod=@ whatever ...

I'm not talking about making the files in the mod.

 

For instance the LEAST stuff you need to make an "addon" mod. I see mods with huge amounts of files and then some are quite tiny.

 

The AH-6 .p3d etc files I looked at. so could I take those and the relevant other files,  and put them into a new mod folder called @GerogesMod ?

 

Imagine a kitset mod where all the correct files are ready and I put them all together to make the mod.

 

I need this, and this and this and do this etc etc.

 

So no "making files" just putting together other files. Every modder must have done this at some stage to test the process.

 

:- )

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the structure is certainly:

@George_mods
inside it should have the folder
addons
inside addons you put all the pbo's you want.

then to load it -mod=@George_mods;

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2 hours ago, dalber24 said:

the structure is certainly:

@George_mods
inside it should have the folder
addons
inside addons you put all the pbo's you want.

then to load it -mod=@George_mods;

 

 

Can I make an AH-6 Addon ( with a cool name ) from all the parts in Arma ? No making files just reuse the ones already available.

That seems like common sense to me. 

 

If at some stage I wanted to modify the actual model, all I have to do is swap the old model out and the new one in.

( which means making a new .pbo but that is easy...)

 

Do you think ? 

 

There is something weird about addon dependencies. Like is it possible to make an addon that requires files from elsewhere

to make it work. If it is not "self contained". I guess that is where all those errors are ? Maybe?

 

The system seems very ... um... untidy. Or at least has the high possibility of untidiness. 

 

Addons nested in addons that require other addons... it's quite mad really.

 

:- )

 

 

 

 

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When a mod requires another mod to work, it is specified in the mod's config.cpp file.

 

class CfgPatches
	{
		class CAWeapons_B
		{
			units[] = {};
			weapons[] = {};
			requiredVersion = 0.1;
			requiredAddons[] = {"CAWeapons","CAWeapons_e"};

 

As you can see here, in this case it indicates that it has a dependency on weapons.pbo and weapons_e.pbo, which are original game files.

 

But there it could be another mod such as

requiredAddons[] = {"ACE","ACE_X"};

Which in this case is a third-party mod that you must load for the mod that depends on it to work.

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