Mr Sarkey 0 Posted February 3, 2007 Just wondering if anybody could point out how to go about this. I am not sure if the actual Airwolf team are doing it themesleves but that doesnt matter. I just need it for personal use, I'll do it myself but everytime I ask people seem releuctant to tell me how to get addons out of OFP and into ArmA. Theres a link below showing the cameras I'd like to get hold of. http://ofp.gamepark.cz/index.php?showthis=10091 Help appreciated. Thanks. Share this post Link to post Share on other sites
simba 0 Posted February 3, 2007 It's not hard at all. 1° for personnal use I suppose Airwolf mod would'nt mind, but maybe ask them if you can use their model. 2° extract the pbo made for ofp. 3° find the model,open it with O2 , and if needed first you must convert it with odol explorer. 4° make a little config for it, and define it as static object/building (if that's what you want) you can use this code I made for my stuff, just modify it for your needs. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class CABuildings { units[] = {"Shed", "Fortress1", "Camp", "CampEmpty", "CampEast", "CampEastC", "ACamp", MASH, "Grave", "GraveCross1", "GraveCross2", "GraveCrossHelmet", "Table", "Tablemap", "Chair", "ChairX", "Wall1", "Walldoor", "Wallend", "Wallhole", "Land_radar",tower2,MyBuildings}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; };}; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building { class DestructionEffects;}; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects;}; class Ruins; class Church : NonStrategic { scope = protected; displayName = $STR_DN_CHURCH; nameSound = "church"; accuracy = 0.25; simulation = "church"; armor = 1000; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15;interval = 1; lifeTime = 0.05;}; class Smoke2 { simulation = "particles"; type = "HouseDestructionSmoke2"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke3 { simulation = "particles"; type = "HouseDestructionSmoke3"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke4 { simulation = "particles"; type = "HouseDestructionSmoke4"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class HouseDestr { simulation = "destroy"; type = "DelayedDestruction"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class YourCamClass : Strategic { scope = public; model = "\PBOName\ModelName"; icon = "\Ca\buildings\Icons\i_camosmall_CA.paa"; displayName = MyCamera; animated = false; vehicleClass = "Object"; nameSound = "bunker"; accuracy = 0.2; typicalCargo[] = {}; destrType = "DestructBuilding"; transportAmmo = 0; transportRepair = 0; transportFuel = 0; mapSize = 11; cost = 0; armor = 800; }; } 5° recompress the pbo, with all textures in appropriate folder. That's it ! ps.Don't espect the camera to be enterable,animated , or have any particular feature, this will only be good looking at best , because there might be some textures issues due to the conversion. Share this post Link to post Share on other sites
=jps=sgtrock 4 Posted February 4, 2007 Pardon a newbie's question, but what is O2? I've seen it referenced several times, but don't have a clue as to what it is or how it's used. Share this post Link to post Share on other sites
raedor 8 Posted February 4, 2007 O2 is a tool to make 3D models: More information on biki. Share this post Link to post Share on other sites