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The-Architect

porting missions

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How easily can I port my missions from Flashpoint to ArmA and what problems may I come accross?

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There are already some topics like this around, try to search. wink_o.gif

The most demotivating point for me was that there are so many original OFP units missing without good equivalents.

So you've got to change most of the class names in your old mission.sqm and there are some minor changes in scripting also.

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Well, like moving a mission in OFP to a different island by changing the folder name to the new island. The objects will be spread in their old proportions somewhere over Sarahni island.

Everon, Malden and Kolguyev are not included in ArmA, but there is already an user made Everon around, though it doesn't match with the detail quality of Sarahni.

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Guest Ti0n3r

No shit Trapper? ^^

I tried to port a mission which didn't use any addons except for the BIS stuff to the ArmA woods Everon. I got a missing addon message, but the mission did load (well the mission plan, time of the day and so on). :P

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No shit.

Make sure to clear the addons and autoaddons section of the old mission.sqm completely before. Then the mission will load with all objects which classnames are present in arma.

Every other object will create an config.bin error message and is replaced by an invisible rifleman on the editor map. You can avoid this by changing their classnames to an arma unit before loading the mission.sqm.

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Guest Ti0n3r

Alright. Thanks for the info smile_o.gif

Edit: One thing I found out is that loading a manually saved game will give a CTD in (all my) ported missions.

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Could it be then that you overlooked one of the invisible rifleman units before repboing?

I remember bardosy writing he debugged a save/CTD mission by removing units in the mission one by one, until he found the single unit which caused it. It was some kind of soldier.

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