chernaruski 338 Posted July 14, 2019 https://github.com/jakehekesfists/DMD_BuildingReplace 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 15, 2019 I'm adding here also my script - mod , for anyone who would like to check : + Vegetation Replacement : Thanks ! 2 Share this post Link to post Share on other sites
chernaruski 338 Posted July 15, 2019 As long its Exilemod compatible , GF. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 15, 2019 There shouldn't be any problem for both but i haven't really check them , so if someone confirms that they are not EXILE compatible , please remove the posts Chernaruski ! Thanks ! Share this post Link to post Share on other sites
ZN Anhor 40 Posted September 10, 2020 I tested the addon posted by @chernaruski yesterday and it works perfectly. I just stumbled upon one little problem: all buildings that spawn as replacements on the map are rotated exactly 180 degrees. Virtually all the entrances are on the wrong side, and since many of these buildings are on a river, that's a bit inconvenient 😄 Maybe one of you know how to solve this problem? I'm pretty sure that the solution can be found in fn_buildingReplace.sqf, probably even in this part: Spoiler for "_i" from 0 to (count _replaceThese)-1 do { private _nBldg = _replaceThese select _i; private _dirVec = vectorDir _nBldg; private _objVec = vectorUp _nBldg; private _wldPos = ASLtoATL getPosASL _nBldg; _nBldg hideObjectGlobal true; deleteVehicle _nBldg; _tp = "x"; call { { if ((typeof _nBldg) in (_x select 0)) exitWith { _tp = (_x select 1) select 0; }; } forEach _replcList; }; if !(_tp isEqualTo "x") then { private _house = createVehicle [_tp, _wldPos, [], 0, "CAN_COLLIDE"]; _house setVectorDirAndUp [ _dirVec, _objVec]; DMD_SimulateMePls pushback _house; }; }; I admit that my knowledge is unfortunately not enough. Share this post Link to post Share on other sites