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genpatton043

ANN TV STudio

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Could anyone give me an idea in what Arma 1 file I would find the TV news studio?

And what I would need to do in order to convert to Arma 2?

I played with it a little and placed it in a simple mission from Sahrani in Arma 1. I than took that mision and placed it in my Arma 2 mission folder.

And it actually shows up as it should. You can copy and paste it from there, it just does not show up in the objects. Its just when you exit that you get a "Cannot open BMP3" error and than a CTD.

Any quick and painless way to convert this over?

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I think it is part of CAA1.

Otherwise look for the classname in your mission.

Search for the class in a1 configs.

Convert the config to a2. Gather the textures, rvmat and model.

Make a PBO.

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I think it is part of CAA1.

Otherwise look for the classname in your mission.

Search for the class in a1 configs.

Convert the config to a2. Gather the textures, rvmat and model.

Make a PBO.

I was hoping it was in CAA1, which I have, but as far as I have seen it is not.

Like I mentioned, it does show up in the game if I copy it directly over from Arma 1. But if you click it, it comes up as a different class and object entirely. If you leave it alone, it appears. Thats why you can only copy and paste it.

I guess my question should really be, what class name would it be under for Arma 1?

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Can you please create a mission in a1, put the TV studio.

And look in the mission.sqm for the class name.

I will double check CAA1 with that info. Tx

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Thanks Planck :)

class TVStudio: Camera1
{
	model = "\ca\misc\TVstudio.p3d";
	icon = "\ca\data\data\Unknown_object.paa";
	displayName = "TV Studio";
	nameSound = "";
	mapSize = 5;
	accuracy = 10000;
	destrType = "DestructNo";
};

Same as in a1 defined in OAC core.

Yet it is hidden with scope = 1.

Not sure if thats a problem with vehicles. It should only not available

in the editor (as people complained about all the non a2 stuff).

Yet loading a mission with the class in use should just work fine.

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Thanks Planck :)

class TVStudio: Camera1
{
	model = "\ca\misc\TVstudio.p3d";
	icon = "\ca\data\data\Unknown_object.paa";
	displayName = "TV Studio";
	nameSound = "";
	mapSize = 5;
	accuracy = 10000;
	destrType = "DestructNo";
};

Same as in a1 defined in OAC core.

Yet it is hidden with scope = 1.

Not sure if thats a problem with vehicles. It should only not available

in the editor (as people complained about all the non a2 stuff).

Yet loading a mission with the class in use should just work fine.

I take it thats why it is able to appear in missions in Arma 2 w/ CAA1?

Which leads me to my next question, how many Arma 1 objects should I have? Right now, I only have a about a dozen or so listed.

Fortress 1

Fortress 2

East Tent

West Tent

Small Shed

Large Shed

and a couple of others. Should there be more and should the studio be one of them?

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I dont understand.

Do you mean the objects in the editor available, if you have CAA1 loaded?

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Well like written earlier, as most people complained, almost all a1 objects

and units are hidden from the editor.

There is two options:

a) An optional addon to "unhide" them.

b) You put another object and replace the class name in the mission.sqm.

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Well like written earlier, as most people complained, almost all a1 objects

and units are hidden from the editor.

There is two options:

a) An optional addon to "unhide" them.

b) You put another object and replace the class name in the mission.sqm.

I'm sorry, I'm not following you on the second option. You mean like I did earlier by copying an Arma 1 mission, with that object, into a CAA1/Arma 2 mission?

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You can copy and paste from another mission I guess too.

Or use the merge option on an empty mission with just the object in it.

I meant to edit the mission.sqm with a text editor.

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OK, I follow you now.

class Vehicles

{

items=1;

class Item0

{

position[]={12570.835,6.6755509,9236.5391};

id=1;

side="EMPTY";

vehicle="TVStudio";

skill=0.60000002;

};

};

Its interesting, when I did this the other day, when I went back to the main screen I got an error message and than a CTD but now it does not happen.

And theres nothing in the above that I can change to "unhide" this one object correct? They would all need to be done, not just one.

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You can give this addon a try: oac_c_show_all_classes_in_the_editor.7z

It does make all classes introduced by OAC available in the editor.

Take note that many have the same display name they are based on.

So might not work that well. To add all the names would be up to community

contribs. :)

It might happen that the use of the addon adds a dependency in the mission.

In that case remove the 'oac_c_show_all_classes_in_the_editor' from the addons

and addonsAuto array in the mission.sqm.

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