scribe308 0 Posted December 21, 2006 Hi does anyone have any basic guidance on what to add/remove/change to make an OFP add-on work in Arma? I've spent some considerable time (I'm a beginning scripter) comparing an Arma and an OFP add-on and am trying to find the "tricks" to making the old OFP add-on work. Ideas? Suggestions? A FAQ or tutorial in this area would be hugely helpful for us folks trying to convert old add-ons... Thanks! Scribe308 Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 21, 2006 Well, it really depends on what you're trying to convert. Some things in ArmA still work exactly the same as they did in OFP, others are quite different. One of the biggest things to consider is that until the proper tools are released, OFP .p3d models will not be 100% functional in ArmA (depending on the type of model too). Some things like proxies and animations have changed. Configs will have to most likely be completely rewritten for obvious reasons (new heirarchy). Scripts will still work in ArmA (provided you make sure that this time around string must use "" and code must use {}), but the .sqs format is considered deprecated and it's a lot better to use .sqf format (same format as functions in OFP) for both scripts and functions. Share this post Link to post Share on other sites
MiG 0 Posted December 24, 2006 What i've understand so far... I've received my copy of ArmA only a few days ago, and i didn't digg it too much...About human model conversions better forget before the releasing of ArmA tools. About Unbinarized p3d models (mlod) are recognized by ArmA and can be used as static objects, but there are lods that ArmA seems to ignore. About texturing, apparently, there are small problems with alpha channels. Most of the config coding is similar to ofp config, but there are new classes and other classes were replaced by new ones. Easy to understand with the unbinarized version of ArmA configs. Most of ofp scripts can be used with ArmA, the same way... I've made a small test with zombie scripts and they work perfectly, except for some commands that ArmA seems to "auto-redefine" like setUnitPos command. Asking to your question: Yes, there are some addons that can be converted to ArmA quite easy, others is impossible for now Share this post Link to post Share on other sites