Burt 0 Posted November 27, 2008 Ok so I have been playing around with O2, and I have made a box. I also made a really basic texture for it. I was wondering how I can get this into Arma. I have 0 config skills. I asume that it would be pretty basic since I just want it to be an object and sit there, but I have no idea where to start. Any help would be great. Thank you. Share this post Link to post Share on other sites
RM Snipe 0 Posted November 28, 2008 http://community.bistudio.com/wiki/Category:ArmA:_Addon_Configuration Best way to learn is by looking at working configs. Share this post Link to post Share on other sites
.kju 3245 Posted November 28, 2008 1) download http://www.armaholic.com/page.php?id=1049 2) get cpbo here: http://www.kegetys.net/arma/ 3) unpack pbo 4) open config with text editor (like notepad++) 5) learn Share this post Link to post Share on other sites
Col. Faulkner 0 Posted November 28, 2008 A better idea might be to download and study this tutorial: http://www.ofpec.com/ed_depo....me=ArmA It explains quite clearly how to create, texture and configure a simple box object to get it into the game. Share this post Link to post Share on other sites
armatech 8 Posted November 28, 2008 Here is a simple untested config for a basic static object Replace <addon class> with your class you would like to use IE armat_box <pbo name> with the name of the folder that contains all of your work IE armat_box <p3d name> with the name of the model that you are working on IE armat_box.p3d <editor name> with the name you would like your mod to show in the editor IE "Im a custom box" once all this is done just pbo it with binpbo and then load arma and launch the editor and your find your mod under "Empty-->Objects--><editor name>" Thats it enjoy <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class <addon class> { units[] = {"<addon class>"}; weapons[] = {}; requiredVersion = 1.09; requiredAddons[] = {}; }; }; class CfgVehicles { class Thing; class Building; class NonStrategic: Building { class DestructionEffects; }; class HouseBase; class House: HouseBase{}; class <addon class>: House { scope = 2; model = "\<pbo name>\<p3d name>"; picture = "\<pbo name>\picture_ca.paa"; icon = "\<pbo name>\icon_ca.paa"; mapSize = 1; displayName = "<editor name>"; vehicleClass = "objects"; nameSound = "mine"; accuracy = 0.2; animated = 0; destrType = "DestructTree"; cost = 0; armor = 1; }; }; Share this post Link to post Share on other sites
abs 2 Posted December 3, 2008 I figured I'd add in my two cents as well, as I've tested this one and it works. As in armatechs post, modify the names to match your addon. Quote[/b] ]class CfgPatches { class MyCrate { units[] = {}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class MyObjects { displayName = "My Objects"; }; }; class CfgVehicles { class nonstrategic; class MyCrate: nonstrategic { model="\MyCrate\Crate"; vehicleclass="MyObjects"; armor=15000; scope=2; displayname="My Crate Addon"; }; }; Good luck. Abs Share this post Link to post Share on other sites