Arma 3
Terrain Object Replacement Modules
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
Pvt. Partz 16 Sep, 2022 @ 4:44pm 
@Rolf, Have you done that?
Pvt. Partz 29 Jun, 2022 @ 11:37am 
I've set a mudule (radius of 300m) placed a buch of barrels (got the classname), placed a land barrier (got the classname) and filled in the fields in the module but I don't see any changes.
https://i.imgur.com/JTLgAwO.jpg
Bud Liteyear 18 Apr, 2022 @ 12:51pm 
Yay, now I can turn Altis from a Mediterranean to a tropical island. This is EXACTLY what I was looking for.

Thank you. You code monkeys make civilized life possible for us normies.
b3lx  [author] 20 Dec, 2021 @ 7:10am 
@C. Eagle I have no clue about MP settings. Tell me if it works
@Voodoo-Actual It works with anything that has a model or a class name. I actually made it initially to replace vegetation in CUP maps
C. Eagle 6 Aug, 2021 @ 3:32pm 
Can this be ran as a -servermod ?
Sterling 6 Aug, 2021 @ 2:22pm 
Really outstanding, thank you!
Voodoo-Actual 21 Apr, 2021 @ 4:53pm 
Does this work with cup?
im on hazar-Koht and i cant replace the bushes with trees
Camille Commercy 4 Mar, 2021 @ 10:20am 
@b3lx It worked perfectly, nice solution.
b3lx  [author] 4 Mar, 2021 @ 9:55am 
@Bidule I tried with the blue and white sunshade and it worked. Put an empty array in "types to replace" and put an array with the modelname in "classnames or models to replace", like this: ["sunshade_f.p3d"]. Try it and tell me if it worked
Camille Commercy 24 Feb, 2021 @ 5:26am 
Very nice tool you did there. As a "don't-understand-a-thing-about-coding-guy", you saved my life.

For the beginners, here are some type names, to make your life easier :
"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".

The only type of objects i can't seem to get rid of are the camping tables and sunshades. Even with "TOURISM" or their classnames/model names, they stay.
Jarle 12 Feb, 2021 @ 11:51am 
Iam the most -reped guy on Steam. Can you add a -rep too my collection? (;
b3lx  [author] 23 Jan, 2021 @ 9:59am 
@KindofQuack I thought about the possibility to make it work in the editor but I'm not sure I can do it soon. The replacement script that is called by the module already can do it from the debug console. Open the mod pbo and check replaceobjects.sqf. There are a few threads about this on the bohemia forum. For permanent changes I don't think something like this is good. The way I do it it to do all changes through a script that is called upon mission load and mission start. Check my mod diyala versions, if you want an example of how that works.
Akin 21 Jan, 2021 @ 6:03am 
I want to be able to permanently change and save a map.
Akin 21 Jan, 2021 @ 5:45am 
is it possible to execute this module in the editor? Through the debug console? If so what code do I use to do it?
b3lx  [author] 27 Dec, 2020 @ 11:13am 
Major update: added a bunch of new features. Check tooltips in module fields for instructions on new options. Check also last two pictures to see an example of the exclusion area, simple mode and snap to terrain options
GOMERSGOOD 27 Dec, 2020 @ 10:00am 
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Mrakos 19 Nov, 2020 @ 6:13am 
@b3lx - cheers m8, tried with CUP trees and is fine now, the trees fall down!
GOMERSGOOD 18 Nov, 2020 @ 9:47pm 
i see no key for it? that tell me i handle it as a script?
honger 18 Nov, 2020 @ 2:58pm 
Has anybody tested it in MP?
b3lx  [author] 18 Nov, 2020 @ 9:45am 
@Mrakos2005 Try with other mod trees. Some mods don't configure their trees properly. I just tried with CUP trees and and they fall down when hit by a tank

@ZERO COOL it's a mod, I have no idea if it works in MP
Mrakos 17 Nov, 2020 @ 11:09pm 
@b3lx - the trees replacement is working great, thanks for making this mod! Question: replaced trees are indestructible in mission, even a tank can not knock them down. Can this be changed?
GOMERSGOOD 17 Nov, 2020 @ 9:25pm 
can i add this to an exile server? is it a mod or a script?
Mrakos 8 Nov, 2020 @ 11:34am 
@b3lx - the trees replacement is working great, thanks for making this mod! Question: replaced trees are indestructible in mission, even a tank can not knock them down. Can this be changed?
Mrakos 8 Nov, 2020 @ 10:10am 
This is a fantastic mod, really cool. I've just replaced the fugly trees of Utes (Chernarus 2035) with Eden extended models - frikkin' awesome!!!
klayman 7 Nov, 2020 @ 9:29am 
thanks!
b3lx  [author] 7 Nov, 2020 @ 9:21am 
Updated for some minor tweaks.

This works with object types such as "BUSH", "TREE", "SMALL TREE", "HOUSE", class names or model names. Some objects such as trees require model name instead of class name.

@miaou and others with issues: Please check the updated description and new images and follow the instructions, it should work

@Mick: No it isn't in the editor. This replaces objects. The one in the editor only hides them and uses types, not class names or model names

People discussing MP issues: I have no idea how it works in MP or even if it works. If anyone knows please let me know

@The Big Shell: It was unintentional, removed
Mick 7 Nov, 2020 @ 4:19am 
This is already in the editor
Mrakos 6 Nov, 2020 @ 10:40pm 
Looks great! Does this work with trees and bushes?
The Big Shell 6 Nov, 2020 @ 8:03am 
why we have this in your file : "._config.cpp" ? you don't need to encrypt script files it's totally useless and not private
klayman 6 Nov, 2020 @ 6:13am 
types to replace: ["TREE","SMALL TREE","BUSH"]

classnames to replace: ["b_ficusC2d", "b_NeriumO2d", "b_FicusC2s", "b_FicusC1s", "t_FicusB1s", "t_FicusB2s"]

to create: ["d_FallenBranch", "B_Phragmites_australis", "t_FagusSylvatica_1fb", "B_Corylus_heterophylla_2", "t_FagusSylvatica_1fe", "t_FagusSylvatica_2f"]

classnames are correct, i did "log" copy of classname using 3den from the required object (including ones to replace)


this module worked only once when i left "types to replace" how it is and added one classname to create
klayman 6 Nov, 2020 @ 6:08am 
Cant make it work
trying to replace trees n bushes
following classnames etc - doesnt work
Zed 6 Nov, 2020 @ 3:20am 
@Fuzzle... what? As long as the module saves whatever information is changed to the mission file and is properly exported to MP or SP, all clients should receive that data upon download of the mission.
76561198192726397 6 Nov, 2020 @ 2:18am 
will the ai be able to use the replaced structures or will they just walk through them like they arent there
Lucas_Wu 5 Nov, 2020 @ 7:08pm 
So its now possible to create a Pre-war Oreokastro?
Fuzzle 5 Nov, 2020 @ 4:01pm 
If its a module then players without it loaded on launch won't be able to load the mission file.
Revolver Ocelot 5 Nov, 2020 @ 10:39am 
This is client side only?
facundoalvarez73 5 Nov, 2020 @ 6:47am 
working for trees?
Pierrive 5 Nov, 2020 @ 3:02am 
Great job!! Would it be possible to add an execution limit zone of the module, a kind of radius
Lucas_ 5 Nov, 2020 @ 2:56am 
can't be clientside, if it so , only the client will se the change (or i'm wrong?!)
Phantastic 4 Nov, 2020 @ 7:22pm 
It's a module to remotely execute a script on the server. From what I can see it should just be client-side. The server must be configured to allow remote-execs, though.