Arma 3
DonkeyPunch.INFO Open Chernarus Project
260 Comments
Revixy™ 23 Apr, 2021 @ 2:10pm 
Old mod Jovan, it very likely doesn't works anymore for this reason.
Sith lord 23 Apr, 2021 @ 1:51pm 
this no work
MusTanG  [author] 28 Feb, 2021 @ 6:47pm 
Hi Jaffa,

Thanks for the info.
Im a little pressed for time as of late.
Have you any logs from testing for me to peruse before making the suggested changes?

if you want easier to chat solution, join up on my discord for DonkeyPunch:
https://discord.com/invite/zVjeBRY
Jaffa 28 Feb, 2021 @ 7:19am 
Additionally, a check for if the original building is already hidden before replacing it would be good to keep compatibility with the editor hide terrain objects module
Jaffa 28 Feb, 2021 @ 7:13am 
Hi, I've noticed a fairly easy to fix bug in the search and replace pbo.
In `eXpochSearchNDestroy.sqf` at the top there's a check for a var which is attempts to stop the replace process if that var is defined and set as true, currently it uses a nested if which causes the exitWith to simply exit from the isNil and continue the replace process anyway.

Original:
if(!isNil {OCP_sNr_OFF})then{if(OCP_sNr_OFF)exitWith{};};

Fixed:
if (!isNil 'OCP_sNr_OFF' && {OCP_sNr_OFF}) exitWith {};
MusTanG  [author] 16 Aug, 2020 @ 7:37pm 
Hi @random Techpriest,

It has been a while since I've done any tests or used this.
It was the first release of its type and evolved a great much over its time.

You can try it out on any of these:
**You can use CUP / A2OP / A3MP / AiA and these should work fine.**
Have not been on Arma in quite some time, mostly IRL and some DayZ

Discord link in case we discuss more about your tests
https://discord.com/invite/zVjeBRY
random Techpriest 11 Aug, 2020 @ 1:30pm 
Does this Mod work with other Chernarus-Versions, like Redux? I know that on this Version, quite a lot of Buildings are usable, but more and higher quality is always better imho.
diveyez 20 May, 2019 @ 3:06am 
That is a shame because Chernarus is a great map, and this is NEEDED.
Revixy™ 26 Apr, 2019 @ 3:09pm 
@MScorPi
In case you didn't realize this is an old mod and is very likely outdated because of this.
Next time, do some research.
5corpTV 25 Apr, 2019 @ 10:43pm 
this shit dont work
thatAC130 25 Feb, 2019 @ 3:39pm 
Hey there, I know it's been a while, but I was wondering if this mod still works, I tried using it, and because of the CUP update in november, it doesnt seem to work (even if I dont have any other mods active besides this)
MusTanG  [author] 21 Aug, 2018 @ 12:05pm 
HAHA yessir, it is!
Great to hear a reply and one that magically solved itself.
Have a great week ahead!
Loopymoomoo 21 Aug, 2018 @ 11:53am 
I'd like to point out that it's fixed itself, no idea what went off.
We didn't even change the load order, just a day later it started working again

Arma is a magical game
MusTanG  [author] 21 Aug, 2018 @ 11:50am 
Hi @sergeant rockhard,
If you could join the discord support channel we would be happy to help you resolve the issue.
Please have some info about your server setup ready for your support request post.
Thanks

https://discord.me/eXpoch
MusTanG  [author] 14 Feb, 2018 @ 2:12am 
Https:/discord.gg/eXpoch for the latest info on my work.
I am involved in many things gaming, arma 3 was a jumping off platform to develop my skills in coding. Which I never touched before a3.
All of my work is available for free and will be updated with any new knowledge I gain.

If there are upgrades that you know how to do and would like to contribute to the project, I am willing to open it up, test out the work and update it with it.

Thanks for your inquiry!!

-sTanG
HitTheMan 13 Feb, 2018 @ 9:30am 
Hey MusTanG, question for you. Are you still maintaining the mod & working on it? Curious since the last update was back in April.2017
MusTanG  [author] 12 Feb, 2018 @ 6:41pm 
Sorry no,
the client needs to know the info and have the textures in order to know what to put on their screen.
Spec 11 Feb, 2018 @ 2:37am 
Can you run this mod as server only mod -servermod?
aztek 19 Dec, 2017 @ 7:22am 
Hello. your mod strongly interested us, we have a community in which we could advertise you, on your part I would like to get permission to use your modification in our mod, in turn we will indicate that you are the author of the modification and for your part We will not make changes to the modifications without your permission.

Best regards
Your Darkest Time RP Team.
coolbean 12 Dec, 2017 @ 2:37am 
"Sharing is Caring and always lend a hand to your neighbor!" *Soviet anthem starts playing*
Parsec 11 Oct, 2017 @ 6:01pm 
yeah, fuck ccg!
GeckoWarrior 27 Sep, 2017 @ 1:23am 
@MusTanG : Thanks for this information! I will use it. :steamhappy:
MusTanG  [author] 26 Sep, 2017 @ 4:17pm 
Check the readme file, there is code attached to run in debug console while in eden to fully replace all buildings as it would on MP servers.


[] execVM "\ocp_searchNreplace\mapedits\eXpochSearchNDestroy.sqf";

run that as local and enjoy it in the editor
GeckoWarrior 26 Sep, 2017 @ 1:50pm 
This mod is really great but the big problem for un mission editor is that the building interior is not visible in 3DEN edition. They are visible during mission only. :(
Revixy™ 24 Sep, 2017 @ 8:40pm 
@Pouncer012
Everything you subscribe to is in the /!Workshop folder.
What I'm saying is, that you can copy any subscribed content and move them out of the folder into the root folder of Arma 3 and load your mods manually through the launcher like any other.
The /Addons folder isn't for mods in the root folder.
The /Addons folder in pbo files however are where you modify specified mods and you shouldn't toy with those if you don't know what you're doing.
Nor should you toy with the /Addons root folder files.
Revixy™ 24 Sep, 2017 @ 8:37pm 
@Pouncer012
Everything you subscribe to is in the /!Workshop folder.
Pouncer012 24 Sep, 2017 @ 3:28pm 
Is this something that is dropped into the server folder "/addons" or is it just something you subscribe to yourself and every player joining would have to add it in steam as well?
Dr. PiPiJakVa 21 Aug, 2017 @ 12:05am 
NICEEEE!
Revixy™ 18 Aug, 2017 @ 10:03am 
@Geotrooper
No.
What the mod does is replace existing building models to enterable ones.
Which means that even on other maps the same buildings would be replaced.
You can immediately see the difference even in the Eden editor when the buildings are replaced.
Trooper 18 Aug, 2017 @ 10:01am 
@Revixy
got it, thanks.
any chances to see "open chernarus" as a seperate terrain ?
Revixy™ 18 Aug, 2017 @ 9:36am 
@Geotrooper
As I stated.
Open the normal chernarus map or any other map that has models from chernarus.
And the open buildings will be on there *replacing* the old ones automatically.
If you have this mod activated.
Trooper 18 Aug, 2017 @ 9:26am 
@MusTanG @Revixy
I saw the map and it looks incredible, really stunning and your hard work is really priceless, I am so thankful for your work. my problem is that I can't see "open chernarus" map in editor.
I opened chernarus map (cup-maps) then I added the script in debug console, but in editor I couldn't see open buildings. that's my problem.
I just want to make my own mission in your map (open chernarus) which can be opened in eden editor. my problem is that I can open chernarus from cup mods, add the script in debug console, but can't see open buildings in editor.
Revixy™ 18 Aug, 2017 @ 4:05am 
@Geotrooper
You simply need to activate this mod and every building will be replaced on it's own on *any* map where the building types that are from chernarus are on.
This mod is *not* a seperate map called "open chernarus".
You don't need to do anything else on your own in that regard.
You can even see the replaced buildings in the Eden editor.
Keep in mind not all building types are replaced which is why MusTanG and I were having the conversation regarding replacing the hospital to the later version of Arma 2's model that was used in Epoch back in 2013.
Cheers.
MusTanG  [author] 17 Aug, 2017 @ 10:50pm 
@Geotrooper

You need to explain your issue a bit better. There are many missions, SP, Campaign, MP and Coop that have used or are using this addon for their servers.

You have mentioned that you know the line of code I provided in the readme.....

Not sure where your difficulty is or what the problem even is here bud.
Please take the time to explain it better so that we can help you out.

But I seriously think you have already answered your own question in the haste of what you call either a customer service complaint or a customer request. Not sure to be honest
Trooper 17 Aug, 2017 @ 8:12pm 
how can I use this in Eden editor? I know debug console + [] execVM "\ocp_searchNreplace\mapedits\eXpochSearchNDestroy.sqf";
but I want to make my own mission in OPEN CHERNARUS. not just see and browse open chernarus :v
Revixy™ 15 Aug, 2017 @ 7:55am 
@MusTanG
The building model is from arma 2.
I'll find whatever mod that actually has the model in it and show you in a video shortly.
Just so you know which mod has it and what building it is.
MusTanG  [author] 15 Aug, 2017 @ 6:31am 
@Revixy

I do know the hospital from arma 2.
I am all for contributions from model makers and texture artists.

If you are talking about taking something from another mod we will need permissions and screen shots of that permission for inclusion in the mod like I do for the A3 companion pack and eXpoch.

Revixy™ 15 Aug, 2017 @ 5:37am 
@MusTanG
There's an enterable version of the hospital that if possible I would like to you add.
I found it by accident in one of my other mods that I need to filter to make it work, but not ideal if I want to use it for a server as it would require them to download a mod that wouldn't otherwise be relevant to what I'm building.
So if that's possible to replace that would be great.

If you're not sure which one I'm talking about I can show you and dump a short video just for your viewing pleasure so you know which one I'm talking about.
thx again for making it all work.
nate 15 Aug, 2017 @ 2:16am 
Cheers MusTanG got it working, sadly there are only a handful of building replaced on Isla abramia, still great job and thank you
MusTanG  [author] 14 Aug, 2017 @ 8:40am 
Map names need not apply :)
This will check if there are any buildings on the map to replace, if more than 0 then it will replace it with the enterable version.
nate 14 Aug, 2017 @ 6:16am 
Great mod and thanks

ALL MAPS SUPPORTED NOW!!!

would this include Isla abramia 1.8 by any chance....
MusTanG  [author] 5 Aug, 2017 @ 5:04pm 
Maybe Cinzas "survival missions on Cherno"....
Revixy™ 5 Aug, 2017 @ 10:01am 
@Tasmanian Devil
Get what?
Tasmanian Devil 5 Aug, 2017 @ 5:03am 
Where do i get it?
Kyoptic 28 Jul, 2017 @ 4:03pm 
@Revixy & @MusTang

Thanks! Great to know it works, this'll make my little survival missions on Cherno that much more immersive ;)
Revixy™ 28 Jul, 2017 @ 1:45pm 
@MusTanG
Don't mention it.
That's what we're here for right? ;)
And thank you for letting me know about the DP Build Everything.

I might just drop in onto the discord in the near future.

Kind Regards
- Revixy
www.youtube.com/GamingLogon
MusTanG  [author] 28 Jul, 2017 @ 11:16am 
@Revixy,

Thank you very much for helping him out.
I recommend using my DP Build Everything Arma mod as well.
This allows for you to build bases and such and comes with its own vector building system with object attaching to place it with precision movements.

I was considering adding in a save base and load base feature in the near future.

I also recommend heading over to https://discord.me/eXpoch
We do a lot of different work and the community is supportive just as you were up in here.
Hope to see ya around!
again thanks for your help with his question!

@Cinzas I hope you succeed in your quest and ENJOY the gameplay!!!!!
You are welcome as all are welcome to our discord too!
We announce new stuff all the time and requests / bug fixes are lovely side work to keep busy while we relax our minds on the bigger stuff

GAME ON!!!
-sTanG
Revixy™ 28 Jul, 2017 @ 3:17am 
@Cin
Nothing in this will affect Ravage.
All this does is replace the buildings in the game to be enterable.
It will work fine if you run with Ravage if that's what you're asking since that's what I'm currently doing as I use ravage to build my persistent survival service.
And yes, items do spawn in some of the buildings.
Plus the furniture that is usually searchable is searchable in the new buildings too.
Kyoptic 28 Jul, 2017 @ 3:08am 
Is this compatible with Ravage mod's spawning system? Anyone know?
morons always 11 Jul, 2017 @ 1:26pm 
Very good to know. I've been experiencing crashes on my dedicated server with Jbad installed today and I get the feeling it had to do with that, since it bugged a few buildings (like the basement windows being in the wrong place for that one structure)

Thanks very much for all the hard work, love the addon. Chernarus forever