closecallman 0 Posted February 16, 2007 can someone here tell me how to use the addons as I have downloaded http://azimut.suddenlaunch.com/ which contains folders called Heli Planes Soldiers Support Terroriste Vehicles Vehicles Armored where do these folders go and where do i see them in game Share this post Link to post Share on other sites
fasad 1 Posted February 16, 2007 See the wiki Modfolders are strongly recommended. Share this post Link to post Share on other sites
closecallman 0 Posted February 16, 2007 Well i have made a mod folder and placed a .pbo file in the mod folder which is in OPR folder but still confused how to use these in game are they single player things or multi or what as i am totally confused also read the wiki Share this post Link to post Share on other sites
fasad 1 Posted February 16, 2007 example: I have addon called JAM3. I choose to put these pbo files into a modfolder named "JAM3". It uses 3 pbo files : "JAM_Magazines.pbo", "JAM_Sounds.pbo" and "JAM_Vehicles.pbo" Each of the pbos should be placing into this folder : F:\Installed_Games\OperationFlashpoint\JAM3\addons I then start the game using this command (-nosplash stops the logos from showing on startup): F:\Installed_Games\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE -nosplash -mod=testing In the mission editor, there are now a whole collection of new units featuring new weapons. The BI missions have not changed in any way, but I can play missions that require JAM3. Some addons involve other files that go in different folders within the modfolder (eg /ModName/dta), but they should explain that in the readme file! That's all Most addons contain new units, and will only appear in the game if you play a mission that uses them. You will be able to place these addon units in the mission editor if they are installed correctly. Some addons over-write the default games classes and will replace the default data in the game. These will show up in the default missions and campaigns. An example is the FFUR2007 mod. Modfolders are useful as you only need to load whichever addons you require for a specific mission, which improves performance and stability. They also allow you to keep more than one addon which over-writes default classes without having any conflicts. Or say 18 different sky texture replacements, of which only one will run at a time. Essentially, you should only download addons because you want to play a mission that requires those specific addons, or want to make a new mission featuring those addons. Most addons have no missions that make use of them, making them almost useless. Sad, but true. Try downloading the major mods that feature whole collections of new balanced units, with new missions and campaigns that actually make use of the addons. Try the FDF mod (Finland vs Russia), CLSA 2 (Czech army mod), ECP (adds nice effects), FFUR2007 (modern units), "WGL 5.1" (realism mod), "DMA Toyota Wars" (african conflict), "Tonal Redux" (fictional african conflict), VTE 0.3 (Vietnam). Share this post Link to post Share on other sites
closecallman 0 Posted February 16, 2007 thanks for helping me but I have typed this command F:\Installed_Games\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE -nosplash -mod=testing obviousally my path is "G:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -nosplash -mod=testing into my shortcut on desktop then you say In the mission editor, there are now a whole collection of new units featuring new weapons well how do I find these and play that mission or mod this is well hard to understand also where do i downlpoad all those mods u on about like the FFUR2007 mod Share this post Link to post Share on other sites
fasad 1 Posted February 16, 2007 I can't confirm your shortcut is correct, I personally use the command prompt. How an addon adds to or changes the game is completely dependant upon the addon you have installed. If you don't know what an addon does, you don't need to install it. Most addons add new units, and assuming you have installed a unit addon, they will appear in the following way: - load OFP using the -mod parameter as explained before - click mission editor - click okay (the mission editor should load) - double click on the middle of the map section of the screen - in the unit dialogue that appears, your addon units should be available in the drop down menus. EG, jam3 troops are found under class : JAM - men Note that not all addons add new units, they could be literally anything that may appear in the game in any different way. For example, an addon might only change one pixel of the letter q in the game's font. If you don't know how to use the mission editor, that is a separate problem. There is no way anyone can explain that to you on a message board, find a tutorial and experiment. There is an introduction on the WIKI, and OFPEC has a great mission editor FAQ. A mod is generally more than a collection of addons, they make more complex changes the way the game works. They are loaded just like a modfolder, and they all should come with installation instructions!!! I can't help any more than this, I've explained it as simply as I can. It seems you are just unfamiliar with the game, taking some time to familiarize yourself with it will help more than asking questions. Using modified OFP is generally not as easy to use as other games, and you shouldn't feel the need to install gigabytes of addons just because you can. Share this post Link to post Share on other sites
JdB 151 Posted February 16, 2007 Take a look at [this]. Share this post Link to post Share on other sites
closecallman 0 Posted February 17, 2007 isnt there a program to do these mods like make them work and where in game are they to play as i dont see any in multiplayer or campaign Share this post Link to post Share on other sites
JdB 151 Posted February 17, 2007 Addons don't work in campaigns or multiplayer unless the missions are designed to use them. You can't just swap units from a great dropdown list when you start a mission. That would make cheating far too easy Share this post Link to post Share on other sites
Radic 0 Posted February 18, 2007 Unfortunately, altho there is a LOT of very useful/vital info around regarding modding and making/using addons, I've yet to find anywhere that anyone concisely and clearly explains how OFP works - instead, all of what I call "THE BASICS" one seems to have to pick up by inference during heavy sessions of tutorial study - ie. I recently wanted to replace the original M1 Abrams physical model with a nicer one (the KH/Inq one) - I did not find out the BASIC fact that the .p3d physical model then has links to other files containing the textures until I was half way thu reading a tutorial on making models. Would have been much nicer to have read somewhere the statement that: "The 3D models in OFP work like this - there is a physical model created with a program called Oxygen and as part of this process the textures/colours are created in other files (using paintshop etc.) and attached to the various surfaces within the modelling program" That's a very rough and probably basically flawed example as I have still not learned anywhere the actual BASICS - but I'm sure/hope people get the point I'm making?? Such a basic grounding would be nice in relation to all the various aspects of OFP - including how mods are created and how they then work within the operating framework of the game. I guess what I'm saying is that IMO there's heaps of info on "How To Do It" but not enough/almost none on "How It Works" - and the how to do it part would be a whole lot easier to pick up if one started out understanding how it works in the first place!! Share this post Link to post Share on other sites