JakeHekesFists

Chernarus Building Replacement Script (Updated Dec 2017)

103 posts in this topic

11/12/2017 - UPDATE

Download From: https://github.com/jakehekesfists/DMD_BuildingReplace

To simplify everything I have made this script into a server side pbo.
Simply download the pbo from github and place it in your @exileserver\addons\ folder

If you wish to make any alterations to the setup, edit config.cpp and adjust accordingly
this can be modified to work with other maps, simply follow the chernarus template in config.cpp  ensure you have the correct worldname.
eg. xcam_taunus for Taunus.

All replaced buildings will be passed into exile's simulation manager once the script has completed, this will ensure players can open and close doors.
-----------------------------------------------
WARNING: some of the buildings may overlap roads in some places, or some churches may poke through the fence. you may find some floating signposts around. but overall, at least theres more places to loot. 
Gorka factory is especially bad for floating... so theres a fix for it Here:     http://pastebin.com/ccxpeAra

Some Screenshots:
Infistar Server Diagnostics: (I have a LOT of custom map edits running on this server. and A whole lot of AI missions. Server FPS @ 49 / 50) - Minimal impact.
vxoaXhl.png

Chernogorsk
tJIozGN.jpg

Zeleno (Hospital not included)
y20OyCR.jpg

Stary (Barracks behind red shed not included)
Mvpgaba.png

 

Edited by JakeHekesFists
Changed to a server side pbo and added to github
  • Like 9

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great idea, i saw chernarus before that as obsolete map for a3, but this could help to get it up-to-date again!

 

how does AI behave with these buildings?

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great idea, i saw chernarus before that as obsolete map for a3, but this could help to get it up-to-date again!

 

how does AI behave with these buildings?

As long as simulation is enabled on them then AI should treat those buildings the same as they would in stock A3.  We know this because as you look in the above code the old buildings are just being hidden.  They're being completely deleted, so there's nothing left behind for AI to get "confused" as to which structure they're moving around in.  

And as a side note, if you don't like the Mediterranean style buildings on Chernarus there's plenty of other A2 style buildings that are fully enterable that you can replace the non-enterable buildings with.  You'll just have to get the building class names and replace them as needed in the above code.  

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On 11/12/2015 at 10:41 PM, Sukkaed said:

Have you checked how many objects this creates on Chernarus?

Honestly no, I've not checked that.
However as the script hides and deletes the existing buildings, I don't believe it necessarily creates any extras. Just replaces those that are already there.
Some of my screenshots however do contain extra buildings from my map edits.

On 11/13/2015 at 1:28 AM, Darth_Rogue said:

As long as simulation is enabled on them then AI should treat those buildings the same as they would in stock A3.  We know this because as you look in the above code the old buildings are just being hidden.  They're being completely deleted, so there's nothing left behind for AI to get "confused" as to which structure they're moving around in.  

And as a side note, if you don't like the Mediterranean style buildings on Chernarus there's plenty of other A2 style buildings that are fully enterable that you can replace the non-enterable buildings with.  You'll just have to get the building class names and replace them as needed in the above code.  

When I adapted this script for my A2 Overpoch server, Zombies were still able to path in and out of the buildings, and Mission AI still respected the buildings as much as any other.  I was using buildings from Napf/Sauerland as my replacement then,
With my a3 epoch server, the sappers would go straight through the buildings, but I think that was just shitty antagonists, and not anything to judge it by.

Never used this script in exile myself, I ran my servers on Altis and Taviana, so there wasn't really any need for it.

On 11/13/2015 at 2:50 AM, READTHESCROLL said:

Hell yea. This is great. Could def use something like this for JBAD buildings... Also how did you get the A3 hospital all lined up and looking pretty?

That was m3editor for rough placement, and manually editing the number values to align it correctly. could probably be easier done with attachto, like we do with airports, but I never figured out the correct attachto co-ords.

-----EDIT----
Attach-to co-ords for perfect hospital placement here:
this example places a hospital at Zelenogorsk near the Supermarket. change the position and direction of _hos and you'll be able to place a hospital anywhere

_hos = createVehicle ["Land_Hospital_main_F", [2506, 5080, 0], [], 0, "NONE"];
_hos setDir 156;
_varr = createVehicle ["Land_Hospital_side1_F", [0,0,0], [], 0, "NONE"];
_varr attachTo [_hos, [4.69775,32.6045,-0.1125]];
detach _varr;
_varr = createVehicle ["Land_Hospital_side2_F", [0,0,0], [], 0, "NONE"];
_varr attachTo [_hos, [-28.0336,-10.0317,0.0889387]];
detach _varr;

http://killzonekid.com/arma-scripting-tutorials-automating-sliding-doors-at-airport-terminal/
can just place the center part of an airport somewhere on a map, grab the co-ords then use the KK script above to align it correctly.

Edited by JakeHekesFists
Attachto co-ords for hospitals for anyone interested.

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Ok, so help me understand this script.

FFA_CLOSEHOUSE is a list of buildings that are closed, that can't be entered?

On the _dmdRepXXXX lines, is the first classname a building that can't be entered and the second classname a building that will replace it?

Edited by BetterDeadThanZed

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Honestly no, I've not checked that.
However as the script hides and deletes the existing buildings, I don't believe it necessarily creates any extras. Just replaces those that are already there.

I'm more worried about performance drop that comes from this as there is big difference between original map buildings and buildings spawned with createVehicle.

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