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GF Vegetation Replacement Script - Mod

by

 

GEORGE FLOROS [GR]

 

 

Description:

GF Vegetation Replacement Script - Mod , replace the vegetation 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 Vegetation 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 Vegetation Replacement Script - Mod , replace the map's vegetation 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:

v2.0
Added a distance check and blacklist zones
Added more options

 

v1.0

 

Recommended addons :

CUP http://cup-arma3.org/
Eden Extended Objects by _SCAR http://www.armaholic.com/page.php?id=32497

 

Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40372

 

 

Armaholic

GF Vegetation Replacement Script - Mod

 

On 2/19/2019 at 2:18 PM, 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_Vegetation_Replacement_init.sqf


GF_Vegetation_Replacement_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
GF_Vegetation_Replacement_Tree_Objects = nearestTerrainObjects [GF_Vegetation_Replacement_centerPosition, ["Tree"], worldsize];
GF_Vegetation_Replacement_Bush_Objects = nearestTerrainObjects [GF_Vegetation_Replacement_centerPosition, ["Bush"], worldsize];

This can be changed , by the included examples:

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

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6 hours ago, SwissArmy1984 said:

Great way to build forests on a map that doesn't have enough.

 

Thanks SwissArmy1984 ,

but this script doesn't add any trees or bushes , only works as a general replacement script !

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6 hours ago, GEORGE FLOROS GR said:

 

Thanks SwissArmy1984 ,

but this script doesn't add any trees or bushes , only works as a general replacement script !

 

I'm thinking of maps that have lots of bushes and replacing those with trees.  For example, Altis or Lythium.  To turn them into more 'temperate climate' maps.  This could create a greater variety of maps off the current ones.

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18 minutes ago, SwissArmy1984 said:

I'm thinking of maps that have lots of bushes and replacing those with trees.  For example, Altis or Lythium.

 

Off course SwissArmy1984 !

It will be definitelly something different !

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1 hour ago, ANZACSAS Steven said:

Well done m8 and thank you.

 

Thank you very much Steven !  :thumbs-up:

 

 

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_Vegetation_Replacement_init.sqf

GF_Vegetation_Replacement_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
GF_Vegetation_Replacement_Tree_Objects = nearestTerrainObjects [GF_Vegetation_Replacement_centerPosition, ["Tree"], worldsize];
GF_Vegetation_Replacement_Bush_Objects = nearestTerrainObjects [GF_Vegetation_Replacement_centerPosition, ["Bush"], worldsize];

This can be changed , by the included examples:

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

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6 hours ago, TPM_Aus said:

replace the grass?

 

I was also trying to find about it !

But no idea !

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Changelog:

 

v2.0
Added a distance check and blacklist zones
Added more options

 

news_download_a3_3.png

GF Vegetation Replacement Script - Mod

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Sorry to bump an old thread - trying to get this working for Chernarus_2035, but only to replace the trees on Utes island. At the moment its trying to replace whole map which causes Arma to crash. I would think setting up a marker covering the area I want to be affected would be the way to go but how do I reference this? Cheers!

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Does anybody still have this script on HD?  Armaholic is down and the author is not accessible, so please if someone is willing to share it. Or offer some way to replace one sort of vegetation with another one with script. Thanks in advance

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Yes, unfortunately, our friend George is no more on line for a while.

You can do your own script for that. You can write in initPlayerLocal.sqf (SP or MP doesn't matter) few lines for hidding "wrong" trees/small trees/bushes and add "right" ones at the same place.

 

Example for trees:
 

private _trees = nearestTerrainObjects [[worldSize/2,worldSize/2],["TREE"],worldSize/1.4,FALSE,TRUE];
{
  if ("t_ficusb2s_f.p3d" isEqualTo getModelInfo _x #0) then {
    _x hideObject TRUE;
    _t = createSimpleObject ["a3\plants_f\tree\t_pinuss2s_b_f.p3d", getPosWorld _x, TRUE];
  }
} forEach trees;

Problem is your new trees are not destroyable, due to the use of createSimpleObject command (faster and adapted for model path instead of class).

There is no class on trees (in vanilla). You can createVehicleLocal for some mods like CUP for which you have classes:


 

_nearestVegs= nearestTerrainObjects [getpos Player,["TREE","SMALL TREE","BUSH"],300,FALSE,TRUE];
{
  if (getModelInfo _x #0 isEqualTo "t_picea3f.p3d") then {
    _x hideObject TRUE;
    _t = createVehicleLocal ["CUP_str_osika", getPosATL _x,[],0,"CAN_COLLIDE"];
  }
} forEach _nearestVegs;

 

Here trees are destroyable. I created them locally for saving broadcast in MP. Not sure trees will be destroyed everywhere in this case (not tested). If not, try createVehicle from server only.

Warning: this way can be very resource consuming if you create your forest on whole map (like Chernarus) at start, depending on what you want to do.

 

 

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Wonderful! The first one is even better due to it crate simple objects if the goal is to replace big areas so performance will not suffer! Just need to find a way to detect vanilla-placed trees so I get knowledge of what to put in the script to be replaced, my first guess is something like the "cursor target" command now I will research it that is the easier part anyway. It takes much time to detect it visually and then compares it with possible trees in Eden, especially on Chernarus maps where are more than a few vegetation sorts.

Now another possibly very important question is raised after this code you wrote: Is it possible to create simple objects of other classes? Will they be "simple objects" really?

Thank you @pierremgi  

Let's hope our friend George is also well!

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You can use a little addon with the module "touch of class" I made (It's just for the time for helping your scenario, you can remove it after that if you just had a look at classes/models)

 

 

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