Imported my SILO "house" for side missions, scripting, etc.  Original thread:  http://forums.bistudio.com/topic/177204-nuke-silo-side-house-for-side-missions   This is what I consider a "pre-release" version. I would like to make the textures more military-like and less house-like.  And a few more things.   REQUIRES CUP TERRAINS!  Need the trees and terrain features.    The Silo is in fact a "House" object.  It is intended to be teleported to for a "blow up the missile" kind of mission, like a side mission.  It places well in the editor.  Since it uses the original Chernarus or Desert terrain, it is best placed within those maps.  HOWEVER you can change the "ground" texture to anything you wish via the hidden selection with the setObjectTextureGlobal command.   Found in the 2D editor under "Objects".  Found in the 3D editor under "Structures - Village".   Download "version 0.9" here... this isn't quite ready for prime time but it does work within the game :
  https://onedrive.live.com/?id=5B54FC51A7917265%2151694&cid=5B54FC51A7917265     Ideally, those who make EVO type missions w/ the side missions (bomb the convoy, etc) can now create a "disable the missile" with this House object.  I intend to build a custom map so mission makers who are challenged with teleport scripts can still use it.  Mission makers can script a teleport trigger (like the "elevator" trigger scripts) to enter/exit the silo.  The "entrance" is intended to be your team sneaking or otherwise forcefully entering, so there technically is no "front door" so to speak.    To use, spawn or place it way out of the way of the normal AO so that it isn't accidentally stumbled upon.  You could place it 100km away, no matter.  Just need that teleport trigger to enter it.  Place the "enter missile bunker" trigger somewhere like one of the bunker entrances on Stratis, or one of the "mine shaft" entrances on Takistan.   It is intended to spawn on the upper-most room. Work your way down to the missile.  You could plant a charge, etc.  Path locations are present so AI should be able to wander the hallways.  Ideally the mission maker will place roaming AI in and around the entrance so players "breaking in" will have a bit of a challenge.  And remember... "check those corners"  :)