Arma 3
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Terrain Object Replacement Modules
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Data Type: Mod
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80.627 KB
3 Nov, 2020 @ 2:11pm
7 Feb, 2022 @ 5:46am
15 Change Notes ( view )

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Terrain Object Replacement Modules

Description
Modules to easily mass replace or delete terrain objects

Check images for how to use


Explanation:

Set the module position and module area to define area for changes (you can use rectangle or ellipse)

Types to replace
Use an array of types of objects to delete. Example: ["HOUSE"]

Classnames or models to replace
Leave the previous field blank or [ ] and specify an array of classnames or model names of objects to replace.

Example1: [ "Land_u_Addon_02_V1_F", "Land_i_Stone_HouseBig_V1_F"]

There are terrain objects like bushes and trees and many others that may not have classnames, or may not work. But you can use their model name instead. So instead of
["b_ficus2d", "b_Neriumo2d", "b_Ficus2s", "b_Ficus1s", "t_Ficus1s", "t_Ficus2s"]
use:
["b_ficusC2d_f.p3d", "b_NeriumO2d_f.p3d", "b_FicusC2s_f.p3d", "b_FicusC1s_f.p3d", "t_FicusB1s_f.p3d", "t_FicusB2s_f.p3d"];

Classnames to create
Use an array or an weighted array of objects to create as replacements or leave empty (or [ ] ) to simply delete objects or to use synched objects as input.

Example 1:
[" Land_House_Small_03_F", "Land_Shed_05_F", "Land_i_House_Big_02_b_yellow_F"]

Example 2 (the second classname has double chances of being used as replacement):
[" Land_House_Small_03_F", 1, "Land_Shed_05_F", 2, "Land_i_House_Big_02_b_yellow_F", 1]

Example 3 (just deletes the objects without replacing them):
[ ]

Example 4: Instead of "Classnames to create" you can just leave blank and synch objects you want to use as replacements (that how it is done in the example shown in the images)

NOTE: All these instructions refer to the "Terrain Replacer Module" and not the "Terrain Profile Replacer Module". There is some info on this latter in a file in the mod folder
53 Comments
Valken 28 Jul, 2024 @ 5:50am 
@wendigoose, which wreck?
WendiGoose<3 17 Jul, 2024 @ 3:51pm 
I'm trying to replace the wrecks but it keeps replacing everything instead? any tips? Thanks!
[+| CL rautamiekka 6 Jan, 2024 @ 1:09pm 
@nayD

What do you mean by "objects that are affected can be operated locally" and "it taxes the server right now" ?
naderu. 6 Jan, 2024 @ 5:07am 
Wonderful mod. Is there a way to make it so that objects that are affected can be operated locally
hideObjectGlobal
hideObject
I am planning on hiding a LOT of trees and it taxes the server right now
Lee Rebecca 11 Dec, 2022 @ 7:02am 
Had anyone checked if it works normally on MP scenarios?
Baba the Yaga 21 Nov, 2022 @ 4:59pm 
What you have created is outstanding. It has saved an incredible amount of work for our community. I can personally attest to finally being done with a conversion of Altis to OPTRE for my small community thanks largely to your effort. Any additional improvements to script performance is a plus, but as it stands, the load times seem minimal, especially if loaded to a server's memory it seems so far.

Appreciate you, dude!
b3lx  [author] 21 Nov, 2022 @ 1:51pm 
Not right now at least. But I don't really understand how to do what you are saying: I only know three ways of creating objects: create3denobject (no need for scripts on mission init but bad because it will make the mission too heavy on the editor), createsimpleobject and createvehicle (objects will not be present in the mission if you create them like this in the editor, it would work like a preview you'd have to run the script again at mission init). Anyways this mod is meant for some quick replacements. For heavy stuff I think it is better to do a custom script like I did on the diyala versions mod. And now I use a very fast loading method that will be made into a mod, but uses a huge premade list of positions so it's not as flexible as this
Baba the Yaga 17 Nov, 2022 @ 8:14pm 
Any intentions/future plans for this to initiate in the Eden Editor itself? Replacing items there would potentially save initial load times for large/complex replacers by simply spawning items as opposed to running the sqf on load.
Pvt. Partz 9 Nov, 2022 @ 3:41pm 
@31x, I'm back on the road again so I don't have much time for gaming.
Thanks for getting back though.
b3lx  [author] 14 Oct, 2022 @ 3:44pm 
@Pvt. Partz are you still interested? show me a picture of the module settings