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Found 8 results

  1. Originally, when I was trying out ECP Redux, I was amazed at how most of the buildings were replaced by newer, enter-able ones. (Little did I know they were originally from FFUR 2008). I bring to you a standalone pack that brings only the buildings and vegetation without FFUR's other cool (yet performance heavy) addons. The buildings and vegetation are really resistance objects but converted for game wide use. You will find that most of the buildings from vanilla OFP/CWA's Nogova, Everon, and Maldova islands are now replaced by enter-able ones (though some may be out of place) along with neat looking grass and resistance trees that are so damn beautiful! Since this makes all objects from vanilla into resistance objects, there will be very few out of place objects (play "Steal the Car" for example and look at one of the apartment buildings) but nothing game breaking. This addon could be applied to any other mods such as ECP and Kenox's latest mod, Extended Effects. It also works without errors with missions like Abandoned Armies (which inspired me to make this updated pack because of some error popping up when replacing islands)! Installation: 1. Download these two files: Data (http://www.mediafire.com/file/w52425y6j1a4241/Data.pbo) and Data3D (https://www.mediafire.com/view/td735j39jjrr893/Data3D.pbo) 2. In your OFP/CWA directory, find a mod folder to use (or create a new folder called @buildings) and then find a folder called "dta" (create a new folder called "dta" if there isn't one) and create a folder called "HWTL" inside the dta folder.. 3. Place the Data and Data3D files you just downloaded into the HWTL folder. 4. In the launch options of your OFP/CWA shortcut add "-mod=@buildings" or whatever mod you are using. 5. Enjoy! You can see if the building addon is working by loading up a mission such as "Steal The Car" and see if some of the buildings has changed 1. To install, just go into the "FFUR Buildings & Grass" folder and extract "DTA" to the OFP/CWA directory and Addons in any custom addons folder or the same directory. (*If you're are modding dev and would like to edit the objects and textures at your own hand then go right ahead to "Backups & Tools". Have fun!) (Updated) *7zip or winrar extractor is required to extract. Download the zip file: http://www.mediafire.com/file/xfhv1eb3q6i8lib/Resistance+Enter-able+Buildings+and+Vegetation+Replacement+Addon+(FFUR+2008).zip (2/20/17) (Latest) (FFUR Buildings and Grass) * http://www.mediafire.com/file/82co5ei2bgp86pg/Less+Lag+Option.zip (2/22/17) (Alternate verison if you don't want SLX grass and want more performance instead) Download the zip file: http://www.mediafire.com/file/g86mazy16z6l77d/Black+Hawk+and+Buildings+Addon.zip (2/14/17) Download the zip file: http://www.mediafire.com/file/49gg9aua76r87sa/DTA.zip (2/18/17) (Old) (You can ignore this one) Re-modified to fix Black Hawk error. (adds custom Sikorsky UH-60L Black Hawk BAS texture from BAS studios). Follow the provided read me for further instructions (and be careful to follow the format to avoid problems). Please report any more errors that appear below. I almost forgot about adding in JAM!!! Credits: FFUR 2008 - The creators of the addons you're using right here! (https://forums.bistudio.com/topic/64427-ffur85-2008-edition/) Me (Marc) - The one who modified it as a standalone pack for people like myself. ;) THIS ADDON IS NOT CREATED BY BOHEMIA INTERACTIVE STUDIO S.R.O. OR CODEMASTERS SOFTWARE COMPANY LTD. AND THEY DON’T HAVE ANY RESPONSIBILITY FOR THE ADDON. BE AWARE THAT THIS ADDON MAY BE PERFORMANCE HEAVY EVEN WITHOUT SLX GRASS!!!
  2. ampersand38

    Brush Clearing

    Clear Brush action for getting rid of bushes and grass with ACE Entrenching Tool. Doing so will allow many positions hindered by foliage to be better utilized. Requires ACE3. ACE Self Interaction will appear when looking at a `Bush` type terrain object or the ground within 2 meters of the player. Action will destroy the bush or spawn a small grass cutter. Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1889104923 GitHub https://github.com/ampersand38/Brush-Clearing Non-ACE version https://steamcommunity.com/sharedfiles/filedetails/?id=2205121058 https://github.com/ampersand38/Brush-Clearing-No-ACE/releases
  3. Hello I am new to map editing and have been following: "PMC ArmA 3 Ultimate Terrain Tutorial". https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I'm trying to get Tanoa grass (greener than Stratis' too brownish for me). I replaced the textures in: "tut_grass_green.rvmat", gdt_grass_green_nopx.paa gdt_grass_green_co.paa with gdt_wild_grass_nopx.paa gdt_wild_grass_co.paa What should I do to get Tanoa 3D Grass?
  4. Please help, trying to write patch to lower grass on GM Weferlingen (summer) (and for vanilla maps at one), but no luck. Have get full config (here), leaved only clutter size strings, but not working. Tried some variants of code, last varint here, where are my mistake? Thanx! class CfgPatches { class lowgrassbgm { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "a3_map_tanoabuka","a3_map_altis","a3_map_stratis","gm_worlds_weferlingen_summer" }; }; }; class CfgWorlds { class DefaultWorld {}; class CAWorld: DefaultWorld {}; class Stratis: CAWorld { class DefaultClutter; class Clutter { class StrBigFallenBranches_pine: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine02: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine03: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrGrassGreenGroup: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1; }; class StrGrassDry: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrGrassDryGroup: DefaultClutter { scaleMin = 0.6 * 0.65; scaleMax = 0.6 * 1; }; class StrGrassDryMediumGroup: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class StrThornKhakiSmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class StrThornKhakiBig: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 0.9; }; class StrThornGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.5; }; class StrThornGreenBig: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 0.9; }; class StrThornGraySmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class StrThornGrayBig: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrPlantGreenShrub: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.1; }; class StrPlantGermaderGroup: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.5; }; class StrWeedBrownTallGroup: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.25; }; class StrWeedGreenTall: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrPlantMullein: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1.15; }; class StrThistlePurpleSmall: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.4; }; class StrThistleSmallYellow: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.4; }; class StrThistleYellowShrub: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1.1; }; class GrassTall: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class GrassGreen: DefaultClutter { scaleMin = 0.6 * 0.85; scaleMax = 0.6 * 1; }; class GrassDry: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.9; }; class GrassBrushHighGreen: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class GrassBunchSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.8; }; class ThistleHighDead: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 0.8; }; class ThistleHigh: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class ThistleSmallYellow: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.9; }; class ThistleThornGreen: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class ThistleThornGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 0.7; }; class ThistleThornBrown: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.2; }; class ThistleThornBrownSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class ThistleThornGray: DefaultClutter { scaleMin = 0.6 * 1.1; scaleMax = 0.6 * 1.4; }; class ThistleThornDesert: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 1.4; }; class PlantGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.1; }; class FlowerCakile: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 0.8; }; class FlowerLowYellow2: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class GrassCrookedDead: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.1; }; class GrassTalltwo: DefaultClutter { scaleMin = 0.6 * 0.75; scaleMax = 0.6 * 1.15; }; class GrassLong_DryBunch: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.2; }; class GrassDesertGroupSoft: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.1; }; class SeaWeed1: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 1; }; class SeaWeed2: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral1: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral2: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral3: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.5; }; class Coral4: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral5: DefaultClutter { scaleMin = 0.6 * 0.2; scaleMax = 0.6 * 0.6; }; }; }; class gm_weferlingen_summer: CAWorld { class DefaultClutter; class Clutter { class gm_weferlingen_summer_gm_c_moss_01: DefaultClutter { scaleMin = 0.48; scaleMax = 1.2; }; class gm_weferlingen_summer_gm_c_moss_02: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_03: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_04: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_05: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_06: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_07: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_moss_08: gm_weferlingen_summer_gm_c_moss_01 { }; class gm_weferlingen_summer_gm_c_picea_abies_bb_01: DefaultClutter { scaleMin = 0.3; scaleMax = 0.6; }; class gm_weferlingen_summer_gm_c_picea_abies_bb_02: DefaultClutter { scaleMin = 0.3; scaleMax = 0.6; }; class gm_weferlingen_summer_gm_c_rotten_stump_01: DefaultClutter { scaleMin = 0.6; scaleMax = 1.5; }; class gm_weferlingen_summer_gm_c_rotten_stump_02: gm_weferlingen_summer_gm_c_rotten_stump_01 { }; class gm_weferlingen_summer_gm_c_rotten_stump_03: gm_weferlingen_summer_gm_c_rotten_stump_01 { }; class gm_weferlingen_summer_gm_c_weedgrass_01: DefaultClutter {scaleMin = 0.48; scaleMax = 1.2; }; class gm_weferlingen_summer_gm_c_weedgrass_02: DefaultClutter {scaleMin = 0.48; scaleMax = 0.66; }; class gm_weferlingen_summer_gm_c_weedgrass_03: DefaultClutter {scaleMin = 0.48; scaleMax = 0.72; }; class gm_weferlingen_summer_gm_c_weedgrass_04: DefaultClutter {scaleMin = 0.48; scaleMax = 0.72; }; class gm_weferlingen_summer_gm_c_weedgrass_05: DefaultClutter {scaleMin = 0.48; scaleMax = 0.72; }; class gm_weferlingen_summer_gm_c_weedgrass_06: DefaultClutter {scaleMin = 0.48; scaleMax = 0.72; }; class gm_weferlingen_summer_gm_c_grass_01: DefaultClutter {scaleMin = 0.54; scaleMax = 0.66; }; class gm_weferlingen_gm_dandileon_01: DefaultClutter {scaleMin = 0.45; scaleMax = 0.75; }; class gm_weferlingen_gm_dandileon_02: DefaultClutter {scaleMin = 0.45; scaleMax = 0.75; }; class gm_weferlingen_summer_GrassGreenGroup: DefaultClutter { scaleMin = 0.3; scaleMax = 0.54; }; class gm_weferlingen_summer_GrassGreenGroupSmall: gm_weferlingen_summer_GrassGreenGroup { scaleMin = 0.18; scaleMax = 0.36; }; class gm_weferlingen_summer_GrassGreenGroupSmall_minor: gm_weferlingen_summer_GrassGreenGroup { scaleMin = 0.48; scaleMax = 0.51; }; class gm_weferlingen_summer_GrassDryMediumGroup: DefaultClutter { scaleMin = 0.36; scaleMax = 0.54; }; class gm_weferlingen_summer_GrassDryMediumGroupSmall: gm_weferlingen_summer_GrassDryMediumGroup { scaleMin = 0.24; scaleMax = 0.36; }; class gm_weferlingen_summer_WeedBrownTallGroup: DefaultClutter { scaleMin = 0.365; scaleMax = 0.54; }; class gm_weferlingen_summer_WeedGreenTall: DefaultClutter { scaleMin = 0.33; scaleMax = 0.48; }; class gm_weferlingen_summer_PlantMullein: DefaultClutter { scaleMin = 0.3; scaleMax = 0.54; }; class gm_weferlingen_summer_ThistleSmallYellow: DefaultClutter { scaleMin = 0.36; scaleMax = 0.84; }; class gm_weferlingen_summer_ThistleYellowShrub: DefaultClutter { scaleMin = 0.3; scaleMax = 0.51; }; }; }; class Altis: CAWorld { class DefaultClutter; class clutter { class StrBigFallenBranches_pine: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine02: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine03: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrGrassGreenGroup: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1; }; class StrGrassDry: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrGrassDryGroup: DefaultClutter { scaleMin = 0.6 * 0.65; scaleMax = 0.6 * 1; }; class StrGrassDryMediumGroup: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class StrThornKhakiSmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class StrThornKhakiBig: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 0.9; }; class StrThornGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.5; }; class StrThornGreenBig: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 0.9; }; class StrThornGraySmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class StrThornGrayBig: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrPlantGreenShrub: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.1; }; class StrPlantGermaderGroup: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.5; }; class StrWeedBrownTallGroup: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.25; }; class StrWeedGreenTall: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class StrPlantMullein: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1.15; }; class StrThistlePurpleSmall: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.4; }; class StrThistleSmallYellow: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.4; }; class StrThistleYellowShrub: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1.1; }; class GrassTall: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class GrassGreen: DefaultClutter { scaleMin = 0.6 * 0.85; scaleMax = 0.6 * 1; }; class GrassDry: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.9; }; class GrassBrushHighGreen: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.7; }; class GrassBunchSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.8; }; class ThistleHighDead: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 0.8; }; class ThistleHigh: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class ThistleSmallYellow: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.9; }; class ThistleThornGreen: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class ThistleThornGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 0.7; }; class ThistleThornBrown: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.2; }; class ThistleThornBrownSmall: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class ThistleThornGray: DefaultClutter { scaleMin = 0.6 * 1.1; scaleMax = 0.6 * 1.4; }; class ThistleThornDesert: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 1.4; }; class PlantGreenSmall: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.1; }; class FlowerCakile: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 0.8; }; class FlowerLowYellow2: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class GrassCrookedDead: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.1; }; class GrassTalltwo: DefaultClutter { scaleMin = 0.6 * 0.75; scaleMax = 0.6 * 1.15; }; class GrassLong_DryBunch: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.2; }; class GrassDesertGroupSoft: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1.1; }; class SeaWeed1: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 1; }; class SeaWeed2: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral1: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral2: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral3: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.5; }; class Coral4: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral5: DefaultClutter { scaleMin = 0.6 * 0.2; scaleMax = 0.6 * 0.6; }; }; clutterGrid = 1; clutterDist = 0; }; class Tanoa: CAWorld { class DefaultClutter; class clutter { class c_GrassBunch_HI: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.3; }; class c_GrassBunch_LO: DefaultClutter { scaleMin = 0.6 * 0.65; scaleMax = 0.6 * 1.4; }; class c_GrassTropic: DefaultClutter { scaleMin = 0.6 * 0.65; scaleMax = 0.6 * 1.4; }; class c_Grass_nettle: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.6; }; class c_Grass_Leaves_coltsfoot: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.4; }; class c_Grass_mimosa: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 1.3; }; class c_Grass_leaf_big: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.4; }; class c_Grass_short_small: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.9; }; class c_Grass_short_bunch: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_Grass_short_leaf: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.6; }; class c_Grass_short_mimosa: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_Grass_short_nettle: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_forest_BiglLeaves: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.4; }; class c_forest_BiglLeaves2: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.4; }; class c_forest_fern: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.65; }; class c_forest_roots: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 2.2; }; class c_forest_violet_leaves: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1.05; }; class c_forest_violet_single: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_forest_violet_leaves2: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.15; }; class c_red_dirt_leaves: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.2; }; class short_Grass: DefaultClutter { scaleMin = 0.6 * 1.1; scaleMax = 0.6 * 1.9; }; class sparse_Grass: DefaultClutter { scaleMin = 0.6 * 1.25; scaleMax = 0.6 * 1.6; }; class sparse_Grass2: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 0.75; }; class small_stones: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.85; }; class large_stones: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class mimosa: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class volcano_Grass: DefaultClutter { scaleMin = 0.6 * 1.2; scaleMax = 0.6 * 1.5; }; class volcano_GrassMix: DefaultClutter { scaleMin = 0.6 * 1.5; scaleMax = 0.6 * 1.6; }; class volcano_GrassMix2: DefaultClutter { scaleMin = 0.6 * 1.5; scaleMax = 0.6 * 1.6; }; class volcano_stones: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.2; }; class volcano_LargeStone: DefaultClutter { scaleMin = 0.6 * 0.5; scaleMax = 0.6 * 1.4; }; class rock_stones: DefaultClutter { scaleMin = 0.6 * 0.2; scaleMax = 0.6 * 1.18; }; class SeaWeed1Exp: DefaultClutter { scaleMin = 0.6 * 0.25; scaleMax = 0.6 * 1; }; class SeaWeed2Exp: DefaultClutter { scaleMin = 0.6 * 0.2; scaleMax = 0.6 * 1; }; class Coral1Exp: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral2Exp: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral3Exp: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral4Exp: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 1; }; class Coral5Exp: DefaultClutter { scaleMin = 0.6 * 0.2; scaleMax = 0.6 * 1; }; }; }; class Malden: CAWorld { }; class Enoch: CAWorld { class DefaultClutter; class clutter { class StrBigFallenBranches_pine: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine02: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class StrBigFallenBranches_pine03: DefaultClutter { scaleMin = 0.6 * 0.3; scaleMax = 0.6 * 0.7; }; class Weat: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.3; }; class WeatTall: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.3; }; class Stubble: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.2; }; class Vaccinium: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 1; }; class Fern: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class FernTall: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1; }; class c_branches_picea: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 0.9; }; class c_branchesBig_picea: DefaultClutter { scaleMin = 0.6 * 0.6; scaleMax = 0.6 * 0.8; }; class c_branches_deciduous: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.25; }; class c_Pines: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class c_Cones: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1; }; class c_fern_boletus_group: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class c_fern_amanita_single: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1.2; }; class c_leaves_dead: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_leaves_dead_half: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_plantsSmall1: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_plantsSmall2: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassSmall: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class c_GrassTiny: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class c_beech_big: DefaultClutter { scaleMin = 0.6 * 0.4; scaleMax = 0.6 * 0.9; }; class c_beech_mid: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1; }; class c_beech_small: DefaultClutter { scaleMin = 0.6 * 0.7; scaleMax = 0.6 * 1; }; class c_GrassPlant1: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassPlant2: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_Grass: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassLow: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassAnthoxanthum: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassAnthoxanthum_bended: DefaultClutter { scaleMin = 0.6 * 0.9; scaleMax = 0.6 * 1.1; }; class c_GrassTall2: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_GrassTall3: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_Grass_flower1: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.3; }; class c_GrassDry: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.3; }; class c_GrassDryPlant1: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.3; }; class c_GrassDryTall: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_GrassDryTall2: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_GrassDryHypericum: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.25; }; class c_GrassDryCarduus_f: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.2; }; class c_GrassDryTall3: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1.5; }; class c_GrassSmallConc: DefaultClutter { scaleMin = 0.6 * 0.8; scaleMax = 0.6 * 1; }; class c_GrassTinyConc: DefaultClutter { scaleMin = 0.6 * 1; scaleMax = 0.6 * 1; }; }; }; };
  5. hi, i am new to terrain building, and wanted to know how to create more ground vegetation i have successfully created a map and played it in game to have a look, there is the same type of grass everywhere, i would like more varied vegetation. do i add this in terrain builder placing every single bush and flower manually or with a poly shape or in the layers.cfg. any help would be great, as im still getting to grips with it. cheers
  6. Download: MIL_Mirror: Dropbox/Armaholic Description: Another pretty basic script, MIL_ClearGrass allows players to create firelanes through grass or to simply clear small patches of grass to give unobstructed observation. "Land_ClutterCutter_small_F" is used to clear the grass, and when clearing patches is spawned 0.5m in front of the player. Features: - AddActions to clear a small patch of grass, or clear a point-to-point line through grass. - Mission designers can choose to enable/disable clearing of both patches and/or firelanes. - Mission designers can also add a required item to be in the player's inventory to be able to clear any grass. To use: - Copy the file MIL_ClearGrass.sqf to your mission folder. - Run the script on clients (from init.sqf or initPlayerLocal.sqf) using: nul = [_availableActions,_itemsRequired] execVM "MIL_ClearGrass.sqf"; - _availableActions - number (optional) - default: 0 - determine what grass clearing option can be used - 0 - both - 1 - clear grass patch - 2 - clear fire lane - _itemsRequired - array of strings (optional) - default: [] - classNames of any items required to clear any grass - Example: nul = [] execVM "MIL_ClearGrass.sqf"; - Players will be able to use both actions without restrictions. nul = [1,["ACE_EntrenchingTool"]] execVM "MIL_CAS.sqf"; - Players will only be able to clear patches of grass any need to have an ACE Entrenching Tool in their inventory. Media: Small demo of clearing some grass for a prone machine gunner (1.00s): Known issues: - Be aware, it can be a bit fiddly sometimes to get the right spot to remove patches of grass. If anyone finds any problems please let me know. Thank you.
  7. just creating a home for these old files of mine i dug up. i thought they might be useful for some terrain makers. it's nothing special. just 1. a wheat object for wheat fields 2. corn plant 3. some green grass designed for high density placement 4. some random wheats to accompany the green grass i made these way back in arma 2 so excuse any weird set ups. but since it's not binarized it'll be easy to fix. i made the corn plant from fotos i took from an actual corn plant lol. makes it hard to let it go to waste. so maybe someone wants to use it on their terrain. i think some people have used my corn plants on some afghan terrains already but i thought having the source could be useful, if edits are needed. DOWNLOAD---> https://drive.google.com/file/d/0B5Y0VNgK9JXibDk5YnE1S2hiNDQ/view?usp=sharing pictures https://steamuserimages-a.akamaihd.net/ugc/88224496138772844/870B919CA78F45289AEAF92CB558CECFB5312520/ https://steamuserimages-a.akamaihd.net/ugc/88224496138772381/EAF6A0CED4183648BF4CACA4DA84C1277CF162F6/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771924/3871605CF91EEC4CC873C9AAF7DE81E3A22BD43C/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771378/D273014F9CDDF9362CF9C54E53823C05D927CCFC/
  8. After 1.68 update, the grass around me started to bug with this white flickering color. What should I do? Btw, Nvidia card in my rig!
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