GEORGE FLOROS GR 4153 Posted February 16, 2019 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 tutorialhttps://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 5 3 Share this post Link to post Share on other sites
SwissArmy1984 8 Posted February 17, 2019 Great way to build forests on a map that doesn't have enough. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted February 17, 2019 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 ! Share this post Link to post Share on other sites
SwissArmy1984 8 Posted February 17, 2019 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted February 17, 2019 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 ! Share this post Link to post Share on other sites
ANZACSAS Steven 355 Posted February 19, 2019 This is handy and very cool.Well done m8 and thank you. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted February 19, 2019 1 hour ago, ANZACSAS Steven said: Well done m8 and thank you. Thank you very much Steven ! 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 1 Share this post Link to post Share on other sites
TPM_Aus 132 Posted March 25, 2019 Is there a way to replace the grass? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted March 25, 2019 6 hours ago, TPM_Aus said: replace the grass? I was also trying to find about it ! But no idea ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted March 28, 2019 Changelog: v2.0 Added a distance check and blacklist zones Added more options GF Vegetation Replacement Script - Mod Share this post Link to post Share on other sites
mrakos2005 4 Posted November 3, 2020 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! Share this post Link to post Share on other sites