• 0
General_Jacob

Remove Trees/Bushes/Terrain Objects?

Question

Hey guys, 

Was wondering if anyone had a fix to remove terrain objects such as trees, bushes, rocks etc. I was hoping something on exile functioned like the hide module in the editor but if theres a way to make that happen I suppose I dont know enough yet. I ran a few searches and didnt come up with much so if anyone knows the answer or wants to get creative let me know! Thanks!

Btw, I know terrain editor exists but my friend in charge of the map apparently couldnt load our Namalsk files on there to edit it. If theres an easy solution for that I can send to him I would love a link or two. Thanks again.

Share this post


Link to post
Share on other sites

19 answers to this question

  • 1
_location=[x,y,z];  
_objects=["Tree","Bush"];
_radius=5; //radius in meters
_terrainobjects=nearestTerrainObjects [_location,_objects,_radius]; {hideObjectGlobal _x} foreach _terrainobjects;
Spoiler

"TREE", "SMALL TREE", "BUSH", "BUILDING", "HOUSE", "FOREST BORDER", "FOREST TRIANGLE", "FOREST SQUARE", "CHURCH", "CHAPEL", "CROSS", "BUNKER", "FORTRESS", "FOUNTAIN", "VIEW-TOWER", "LIGHTHOUSE", "QUAY", "FUELSTATION", "HOSPITAL", "FENCE", "WALL", "HIDE", "BUSSTOP", "ROAD", "FOREST", "TRANSMITTER", "STACK", "RUIN", "TOURISM", "WATERTOWER", "TRACK", "MAIN ROAD", "ROCK", "ROCKS", "POWER LINES", "RAILWAY", "POWERSOLAR", "POWERWAVE", "POWERWIND", "SHIPWRECK", "TRAIL" 

 

Edited by WURSTKETTE
  • Like 3

Share this post


Link to post
Share on other sites
Advertisement
  • 1
On 12.12.2017 at 8:27 AM, General_Jacob said:

but is there a way to modify this code you gave me here to make an ellipse?

[METHOD NOT WORKING THIS WAY]

Yeh not sure if there is any other method but you prolly have to got with a marker (invisible).

_area1 = createMarker ["area1", [9079.026,11826.048]];
_area1 setMarkerSize [200,100];


foonx_hideobjects = { 
 { 
  _pos = getMarkerPos _x; 
  _size = getMarkerSize _x select 0; 
  _obj = ["TREE","BUSH"];
  {hideObjectGlobal _x} forEach nearestTerrainObjects [_pos, _obj, _size]; 
 } forEach _this; 
}; 
 
_hideObj = ["area1"]; 
 
_hideObj call foonx_hideobjects;

[METHOD NOT WORKING THIS WAY]

On 12.12.2017 at 3:03 AM, Bob_the_K said:

So if they say to not edit the .SQM file, then how to fix what the editor "converted"?

Did you uncheck "binarized"?

Edited by WURSTKETTE

Share this post


Link to post
Share on other sites
  • 0

I've tried to use this script: 

  and adapt it to the Kerama map but haven't been successful.  I'm not at my computer now, but if I recall,  iDanich used this in his script.   Problem is that I haven't been able to get it to work to delete buildings.   I don't want to just hide them, but delete and replace them.   Initially I'm just trying to delete them (one step at a time!).    But buildings don't seem to delete by using coords.  And as far as I know, there's no way to get exact coords for items that are part of the map, even using Infistar.  Any thoughts?

Share this post


Link to post
Share on other sites
  • 0

Why don't you do this:

Un-PBO mission file

Open map in editor

Find the areas you wish to be 'clear'

Select the 'Hide Terrain' feature in the default editor

Mark/resize marker

Save

RE-PBO

Done!

 

No scripts, no mess, just quick, simple and EASY!

MANY videos on this!  Example: 

 

:)

 

 

Edited by Z80CPU

Share this post


Link to post
Share on other sites
  • 0

@WURSTKETTE sorry to bother you again but as you've notice by now I'm a bit dumb at this. Would your text go in one of the init files? and if so does that mean I have the option of it being player side or server side? Your patience is boundless for responding to all my questions. 

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.