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Allie

Addons

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Ok next thing i'm wondering about.

Is it at all possible to include addons with an island ?

I dont know if anyone already tryed this.

I think it should be possible.

Please anybody comment on this.

Thank you,

Allie

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An island/terrain is an addon smile_o.gif

ArmA can load any content you wish from whatever pbo file structure you like. It might be easiest to clump all related addons into a single pbo file, but I think it is wise to split it into separate parts. The wrp, textures, rvmats and config in one pbo, new custom buildings (for example) into another. That way if you only need to release a new version of the buildings, users don't have to download ~500mb of textures again, or use a patcher.

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Yea i agree, it might be better in separat addon pack.

Ok sorry for starting this post then.

One thing tho, how to define in cpp file then, say i have an addon pack on which the island depends, how to define in cpp?

I mean, if people not putting the addon in a separate addon folder but just in there default addon folder, how to define the path then ?

U know, we define the buildings, rocks, plants and such like "CAbuildings, caplants....." so how to define the path of a new addon, will the game find it anyway if defined?

sample for normal ones:

requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};

So now some people put the new addon in a MOD folder, others put it in the default addon folder???

Please some input on this.

Thank you,

Allie

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create the addon and make sure your buildings work ingame then extract the pbo of your building addon (just like the default arma pbo's) in P:\Ca\ Blah blah. Boot up vistor add the building from your extracted addon and place them on your map. Your map will know were the building models are at when you put your island in your addons dir.

Hope that helped you.

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I still think its not a bad idea tho, people get new island with all new addon buildings and shit in it.

Gonne try some different options.

I'll get back to this subject.

Allie

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dunno if it could help, but...

for the BHD MOD, I'm creating a config.cpp with some include statements inside.

So the island definition, as the weapons one, or the buildings one, is stored in some .Hpp, called by the main config smile_o.gif

But the island is in another PBO

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Ok result for this topic, not 100%, but i'm getting there.

I know some people will not like it to put addons inside the island, but please let us not argu about that.

The thing is this, i have packed an addon with the island, everything fine, had to change the config a bit to get it to work.

So now when i put this addon on the map in visitor, pbo the island and check, the object is there, NO icon on map and strange destuction effects.

If i now place the object true the editor on the same map, the object placed true editor is working without any bugs huh.gif?

U guys understand ?

The addon is on the map true visitor, but also you can place the objects in the same map true the editor.

So i'm talking about just 1 island, not different versions, 1 island with 1 packed addon which works when placed with editor and NOT working when placed on map in visitor.

So i can have them both side by side on map and both react different to destruction?huh.gif??

Please help.

Will update this in about 3 hours with the config file.

Later,

Allie

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This sounds like the same issue as the Ladder issue. WRP placed objects don't seem to automatically inherit their config (as they did in OFP). The editor place objects work because they are placed by config class object rather than a P3D reference. Binarizing your island may help.

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Hmmmm ... could be a timing thing, dont addons get scanned and loaded at game start, but not islands? ArmA doesnt read those PBOs properly until you actually use them, and hence maybe the addons are loaded "late" ..... maybe.

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Objects that have a config will work fine in the editor as long as they have a proper working config, of course.

If you have an object that has animations (doors etc), or effects and other groovy stuff AND this object is going to be placed on a wrp then there is an additional requirement that needs to be considered.

First the classname must begin with Land_, second the remainder of the class name must be the same as the p3d name.

So, for example, you have a model called MY_Model.p3d and it has opening doors all over the place ...extra effects ladders, dancing girls etc etc.

The classname then would have to be Land_MY_Model.

Of course model.cfg, config.cpp etc is also still required as well for the relevant stuff.

Planck

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Hmmm, LAND_ that might be it.

Will try tonight

Allie

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