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Thread: airwolf cameras in ArmA

  1. #1
    Just wondering if anybody could point out how to go about this. I am not sure if the actual Airwolf team are doing it themesleves but that doesnt matter. I just need it for personal use, I'll do it myself but everytime I ask people seem releuctant to tell me how to get addons out of OFP and into ArmA.

    Theres a link below showing the cameras I'd like to get hold of.
    http://ofp.gamepark.cz/index.php?showthis=10091

    Help appreciated.
    Thanks.

    YOUTUBE CHANNEL, OFP/ARMA Movie Maker since 2005

  2. #2
    It's not hard at all.

    1° for personnal use I suppose Airwolf mod would'nt mind, but maybe ask them if you can use their model.
    2° extract the pbo made for ofp.
    3° find the model,open it with O2 , and if needed first you must convert it with odol explorer.
    4° make a little config for it, and define it as static object/building (if that's what you want)
    you can use this code I made for my stuff, just modify it for your needs.
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0
    #define protected 1
    #define public 2

    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7




    class CfgPatches {

    class CABuildings {
    units&#91;&#93; = {&#34;Shed&#34;, &#34;Fortress1&#34;, &#34;Camp&#34;,
    &#34;CampEmpty&#34;, &#34;CampEast&#34;, &#34;CampEastC&#34;,
    &#34;ACamp&#34;, MASH, &#34;Grave&#34;, &#34;GraveCross1&#34;,
    &#34;GraveCross2&#34;, &#34;GraveCrossHelmet&#34;,
    &#34;Table&#34;, &#34;Tablemap&#34;, &#34;Chair&#34;, &#34;ChairX&#34;,
    &#34;Wall1&#34;, &#34;Walldoor&#34;, &#34;Wallend&#34;, &#34;Wallhole&#34;,
    &#34;Land_radar&#34;,tower2,MyBuildings};
    weapons&#91;&#93; = {};
    requiredVersion = 0.1;
    requiredAddons&#91;&#93; = {&#34;CAData&#34;}; };};




    class CfgVehicles {

    class Thing;
    class Building;
    class Strategic;
    class NonStrategic &#58; Building {
    class DestructionEffects;};
    class HouseBase;
    class Land_VASICore;
    class House &#58; HouseBase {
    class DestructionEffects;};
    class Ruins;
    class Church &#58; NonStrategic {
    scope = protected;
    displayName = &#036;STR_DN_CHURCH;
    nameSound = &#34;church&#34;;
    accuracy = 0.25;
    simulation = &#34;church&#34;;
    armor = 1000;
    class DestructionEffects {
    class Smoke1 {
    simulation = &#34;particles&#34;;
    type = &#34;HouseDestructionSmoke&#34;;
    position = &#34;destructionEffect1&#34;;
    intensity = 0.15;interval = 1;
    lifeTime = 0.05;};
    class Smoke2 {
    simulation = &#34;particles&#34;;
    type = &#34;HouseDestructionSmoke2&#34;;
    position = &#34;destructionEffect1&#34;;
    intensity = 0.15;
    interval = 1;
    lifeTime = 0.01; };
    class Smoke3 {
    simulation = &#34;particles&#34;;
    type = &#34;HouseDestructionSmoke3&#34;;
    position = &#34;destructionEffect1&#34;;
    intensity = 0.15;
    interval = 1;
    lifeTime = 0.01; };
    class Smoke4 {
    simulation = &#34;particles&#34;;

    type = &#34;HouseDestructionSmoke4&#34;;
    position = &#34;destructionEffect1&#34;;
    intensity = 0.15;

    interval = 1;

    lifeTime = 0.01; };

    class HouseDestr {
    simulation = &#34;destroy&#34;;
    type = &#34;DelayedDestruction&#34;;
    position = &#34;&#34;;
    intensity = 1;
    interval = 1;
    lifeTime = 1; }; }; };





    class YourCamClass &#58; Strategic {
    scope = public;
    model = &#34;&#92;PBOName&#92;ModelName&#34;;
    icon = &#34;&#92;Ca&#92;buildings&#92;Icons&#92;i_camosma ll_CA.paa&#34;;
    displayName = MyCamera;
    animated = false;
    vehicleClass = &#34;Object&#34;;
    nameSound = &#34;bunker&#34;;
    accuracy = 0.2;
    typicalCargo&#91;&#93; = {};
    destrType = &#34;DestructBuilding&#34;;
    transportAmmo = 0;
    transportRepair = 0;
    transportFuel = 0;
    mapSize = 11;
    cost = 0;
    armor = 800; };

    }



    [/QUOTE]



    5° recompress the pbo, with all textures in appropriate folder.

    That&#39;s it &#33;

    ps.Don&#39;t espect the camera to be enterable,animated , or have any particular feature, this will only be good looking at best , because there might be some textures issues due to the conversion.

  3. #3
    Pardon a newbie&#39;s question, but what is O2? I&#39;ve seen it referenced several times, but don&#39;t have a clue as to what it is or how it&#39;s used.

  4. #4
    Moderator, ret.
    oida ouk eidos
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    O2 is a tool to make 3D models: More information on biki.

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