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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
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 {};
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
In case you didn't realize this is an old mod and is very likely outdated because of this.
Next time, do some research.
Great to hear a reply and one that magically solved itself.
Have a great week ahead!
We didn't even change the load order, just a day later it started working again
Arma is a magical game
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
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
the client needs to know the info and have the textures in order to know what to put on their screen.
Best regards
Your Darkest Time RP Team.
[] execVM "\ocp_searchNreplace\mapedits\eXpochSearchNDestroy.sqf";
run that as local and enjoy it in the editor
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.
Everything you subscribe to is in the /!Workshop folder.
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.
got it, thanks.
any chances to see "open chernarus" as a seperate terrain ?
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.
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.
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.
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
but I want to make my own mission in OPEN CHERNARUS. not just see and browse open chernarus :v
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.
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.
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.
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.
ALL MAPS SUPPORTED NOW!!!
would this include Isla abramia 1.8 by any chance....
Get what?
Thanks! Great to know it works, this'll make my little survival missions on Cherno that much more immersive ;)
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
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
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.
Thanks very much for all the hard work, love the addon. Chernarus forever