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GF Building Replacement Script - Mod

by

 

GEORGE FLOROS [GR]

 

 

Description:

GF Building Replacement Script - Mod , replace the buildings with your desired.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !


Installation / Usage:

For usage instructions and information of how to use the GF Building Replacement Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf  , to copy paste in your mission .

 

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/


Notes:

GF Building Replacement Script - Mod , replace the map's buildings with your desired.
It is also included a mod version , posible to unpack and edit.


Credits and Thanks to :

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .


Changelog:

v1.0

 

Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40364

 

 

Armaholic

GF Building Replacement Script - Mod

 

Just now, GEORGE FLOROS GR said:

One thing  that i have forgot totally to mention generally ,

is that it can be used as well for a certain location , maybe in a point of interest , because right now it's set to change the whole map.

 

In order to make a change , this is what needs to be edited :

 

GF_Building_Replacement_init.sqf


GF_Building_Replacement_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
GF_Building_Replacement_array = nearestTerrainObjects [GF_Building_Replacement_centerPosition, ["house"], worldsize];

This can be changed , by the included examples:

https://community.bistudio.com/wiki/nearestTerrainObjects

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1 hour ago, yanoukovytsch said:

Hi George, thanks, I was wondering for this kind of scripts for a mission ^^

 

Thanks yanoukovytsch !

 

I'll be waiting then for a post of your mission here !

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56 minutes ago, fat_lurch said:

Very cool, GF!

 

Thank you very much fat_lurch !

 

I am preparing also a Vegetation replacement !

I don't know still if the grass is possible to change though , if anyone knows !

 

This WIP Script - Mod will have also presets , in order to be able to select like , custom , winter , jungle , cold environment etc.

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Although to be honest I cannot see how editors will use the above script  :scratchchin:

the WIP Script you mentioned will be really nice if a winter add-on free vanilla map was made available :sun:

 

Hmm there must be an editing idea that I have missed.. 

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1 hour ago, JohnKalo said:

Although to be honest I cannot see how editors will use the above script  :scratchchin:

 

Thank you very much John !  :thumbs-up:

 

You can use this script in order to use also exta buildings , like for example Fallujha map with RSO buildings etc.

Generally it will be a whole different map , each time you run this script.

 

The WIP Vegetation Replacement Scipt- Mod , is about replacing trees and bushes , i haven't found if it's possible to do the same with the grass , it will replace automatically the vegetation of any map with the desired , like from CUP and any other mod , map etc that includes vegetation.

So it's not a free addon script.

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4 hours ago, GEORGE FLOROS GR said:

The WIP Vegetation Replacement Scipt- Mod

 

Some pics here :

 

This is Stratis map with Winter Presets.

The vegetation is from CUP mod :

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George, this is great stuff.  I'm going to try it out on the South Asia map (from Take on Helicopters) where there are hundreds of unenterable or pre-Arma rendition buildings that have enterable versions that could replace them.

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1 hour ago, SwissArmy1984 said:

I'm going to try it out on the South Asia map (from Take on Helicopters)

 

Hello there SwissArmy1984 and thank you very much !

 

That's really a great idea and i hope it will go well !

 

I will be waiting for some pics and Footage if it's possible !

Post also here if you want please :

 

Maybe you should check if @opteryx building's & RSO  are fitting there !

 

Check and play a little bit with the script , because i have set this to detect and replace , every building with 4 Building positions in cluded in the model .

So you might need to adjust this as well !

 

 

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One thing  that i have forgot totally to mention generally ,

is that it can be used as well for a certain location , maybe in a point of interest , because right now it's set to change the whole map.

 

In order to make a change , this is what needs to be edited :

 

GF_Building_Replacement_init.sqf

GF_Building_Replacement_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
GF_Building_Replacement_array = nearestTerrainObjects [GF_Building_Replacement_centerPosition, ["house"], worldsize];

This can be changed , by the included examples:

https://community.bistudio.com/wiki/nearestTerrainObjects

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