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ribera1945e

I want to get rid of grass clutter all over the map!

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I am looking for a way to remove grass clutter in a very large area with low load.
The method of placing a large number of grass cutters is too heavy.
The map is being tested in the CUP desert.
Is there any way to do this?

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Create Trigger 
Condition: True
On Act: null=[thistrigger,50,50] execVM "RemoveGrass.sqf";

RemoveGrass.sqf

_trig = _this select 0;
_xpos = _this select 1;
_ypos = _this select 2;
_start = getpos _trig;
waitUntil {not(isNil "BIS_fnc_init")}; // waits until functions are ready
for "_x" from -_xpos to _xpos step 4 do
{
    for "_i" from -_ypos to _ypos step 4 do
    {
        _newpos = [(_start select 0) + _x, (_start select 1) + _i, 0];    
        if ( [_trig, _newpos] call BIS_fnc_inTrigger) then
        {                
            null = createVehicle ["Land_ClutterCutter_large_F", _newpos, [], 0, "can_collide"]; // creates the grass cutter      
        };
    };
};

 

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I am now trying to figure out how to override cfgworlds in description.ext.
If clutterGrid = 0 the grass clutter should be invisible, but my mission still has grass.
Can't I manipulate the grass clutter config in cfgworlds?
 

class cfgworlds
{
	class Desert_E {
	  clutterGrid = 0;
	};
};

 

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If it is even possible, you need to make an addon that overwrites the terrain. You can't do this via scripting/Description.ext.

 

 

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