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Mr Sarkey

airwolf cameras in ArmA

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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.

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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 ! smile_o.gif

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.

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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.

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