Jump to content
Sign in to follow this  
dimon

Chernarus + Takistan

Recommended Posts

Script replacement houses in Chernarus on takistani.

Chose not wholesalee houses and framed roughly the same size.

Fact, but no loss in fps neither on the client nor on the server. Approximately 1600 turns of objects.

There are certainly all sorts of minor flaws in the balance, but it is a trifle in comparison with what Chernarus now playable!

bc41137fd5f629f0262a6bf268a58a37.jpeg

KK_fnc_inString = {
/*
Author: Killzone_Kid

Description:
Find a string within a string (case insensitive)

Parameter(s):
_this select 0: <string> string to be found
_this select 1: <string> string to search in

Returns:
Boolean (true when string is found)

How to use:
_found = ["needle", "Needle in Haystack"] call KK_fnc_inString;
*/

private ["_needle","_haystack","_needleLen","_hay","_found"];
_needle = _this select 0; 
_haystack = toArray (_this select 1); 
_needleLen = count toArray _needle;
_hay = +_haystack;
_hay resize _needleLen;
_found = false;
for "_i" from _needleLen to count _haystack do {
	if (toString _hay == _needle) exitWith {_found = true};
	_hay set [_needleLen, _haystack select _i];
	_hay set [0, "x"];
	_hay = _hay - ["x"]
};
_found
};

if (isServer) then 
{
FFA_LHOUSEV=[];
FFA_HOUSES=[];
FFA_OPENHOUSE = [/*"MAP_dum_mesto2","MAP_sara_stodola","MAP_stodola_old_open","mbg_brickhouse_01_EO","mbg_brickhouse_02_EO","mbg_brickhouse_03_EO","Land_MBG_GER_RHUS_1","Land_MBG_GER_RHUS_3","Land_MBG_GER_RHUS_4","Land_MBG_GER_RHUS_5",
"Land_10str","Land_15str","Land_hut3_b","Land_hut5","Land_hut7","Land_hut9","Land_hut9_b","Land_hut9_c","Land_hut10","Land_hut12","Land_minaret3","Land_cihlovej_dum_in","Land_deutshe_mini","Land_sara_hasic_zbroj",
"Land_bouda2_vnitrek","Land_hruzdum","Land_dum_rasovna","Land_sara_Domek_sedy","Land_sara_domek_zluty","Land_smd_budova3_open","Land_smd_cihlovej_dum_mini","Land_smd_dum_olezlina_open","Land_dum_mesto2",
"Land_smd_hospoda_mesto","Land_smd_house_y_open","Land_smd_sara_zluty_statek_in","Land_smd_dum_olez_istan2_maly_open","Land_smd_dum_olez_istan2_open","Land_smd_dum_olez_istan2_open2","Land_smd_dum_olez_istan1_open",
"Land_mbg_observation_tower",*/
"Land_House_C_5_EP1","Land_House_C_5_V1_EP1","Land_House_C_5_V2_EP1","Land_House_C_5_V3_EP1","Land_House_C_12_EP1","Land_House_K_1_EP1","Land_House_K_3_EP1","Land_House_K_5_EP1","Land_House_L_8_EP1",
"Land_House_K_6_EP1","Land_House_K_7_EP1","Land_House_K_8_EP1","Land_House_L_1_EP1","Land_House_L_4_EP1","Land_House_L_6_EP1","Land_House_L_7_EP1","Land_House_L_8_EP1"];


if (worldName == "chernarus") then 
{ 
	FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count FFA_LHOUSEV)-1 do
	{
		_housev=FFA_LHOUSEV select _i;
		if ((["Land_HouseV_",str (typeof _housev)] call KK_fnc_inString) || {(["Land_HouseV2_",str (typeof _housev)] call KK_fnc_inString)}) then 
		{
			FFA_HOUSES set [count FFA_HOUSES,_housev];
		};
	};
	for "_i" from 0 to (count FFA_HOUSES)-1 do
	{
		_nBuilding =FFA_HOUSES select _i;
		_dirVector = vectorDir _nBuilding;
		_objVector = vectorUp _nBuilding;
		_pos = getposatl _nBuilding;
		_nBuilding hideObject true;
		_type= FFA_OPENHOUSE select (floor random (count FFA_OPENHOUSE));
		_house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
		_house setVectorDirAndUp [ _dirVector, _objVector];
	};
};
FFA_LHOUSEV resize 0;
FFA_HOUSES resize 0;
};

if(!isServer || local player)then
{
waitUntil{(player==player)};
waitUntil{alive player};
waitUntil{local player};
if (worldName == "chernarus") then 
{ 
	FFA_CHOUSEV=[];
	FFA_CHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count FFA_CHOUSEV)-1 do
	{
		_housev=FFA_CHOUSEV select _i;
		if ((["Land_HouseV_",str (typeof _housev)] call KK_fnc_inString) || {(["Land_HouseV2_",str (typeof _housev)] call KK_fnc_inString)}) then 
		{
			_housev hideObject true;
		};
	};
	FFA_CHOUSEV resize 0; 
};
};

mission example

Edited by Dimon
  • Like 1

Share this post


Link to post
Share on other sites

#1 Update: update code

9626f6d0c28d77910986d912e4a94182.jpeg

Share this post


Link to post
Share on other sites

version 2 script

Take into account the wishes of the fans of visual harmony - picked a building more suited to the atmosphere of the island.

Went through all model building in size, become as whether there are any defects.

FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05"];
if (isServer) then 
{
_box1=[["Land_HouseV_1I1","Land_HouseV_1I2"],["Land_smd_budova3_open"]];
_box2=[["Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1"],["Land_cihlovej_dum_in","Land_bouda2_vnitrek" ,"Land_hruzdum","Land_smd_cihlovej_dum_mini"]];
_box3=[["Land_houseV_2T1","Land_houseV_2T2"],["land_mbg_brickhouse_01","land_mbg_brickhouse_03","Land_sara_domek_zluty"]];
_box4=[["Land_HouseV_1T"],["Land_smd_hospoda_mesto"]];
_box5=[["Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1I4","Land_HouseV_2L","Land_HouseV_1L2"],["Land_dum_mesto2"]];
_box6=[["Land_HouseV2_03B","Land_HouseV2_01A","Land_HouseV2_01B"],["Land_dum_mesto_in","Land_MBG_GER_PUB_2","Land_MBG_GER_PUB_1"]];
_box7=[["Land_HouseV2_03"],["Land_MBG_ATC_Base"]];
_box8=[["Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05"],["Land_MBG_GER_HUS_1","Land_MBG_GER_HUS_2","Land_MBG_GER_HUS_3","Land_MBG_GER_HUS_4"]];
_FFA_LHOUSEV=[];
_FFA_HOUSES=[];

if (worldName == "chernarus") then 
{ 
		_FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_LHOUSEV)-1 do
	{
		_housev=_FFA_LHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_FFA_HOUSES set [count _FFA_HOUSES,_housev];
		};
	};

	for "_i" from 0 to (count _FFA_HOUSES)-1 do
	{
		_nBuilding =_FFA_HOUSES select _i;
		_dirVector = vectorDir _nBuilding;
		_objVector = vectorUp _nBuilding;
		_pos = ASLtoATL getPosASL _nBuilding;
		_nBuilding hideObject true;

		_type="";
		call{
			if ((typeof _nBuilding) in (_box1 select 0)) exitwith {_type=(_box1 select 1) select (floor random (count (_box1 select 1)));};
			if ((typeof _nBuilding) in (_box2 select 0)) exitwith {_type=(_box2 select 1) select (floor random (count (_box2 select 1)));};
			if ((typeof _nBuilding) in (_box3 select 0)) exitwith {_type=(_box3 select 1) select (floor random (count (_box3 select 1)));};
			if ((typeof _nBuilding) in (_box4 select 0)) exitwith {_type=(_box4 select 1) select (floor random (count (_box4 select 1)));};
			if ((typeof _nBuilding) in (_box5 select 0)) exitwith {_type=(_box5 select 1) select (floor random (count (_box5 select 1)));};
			if ((typeof _nBuilding) in (_box6 select 0)) exitwith {_type=(_box6 select 1) select (floor random (count (_box6 select 1)));};
			if ((typeof _nBuilding) in (_box7 select 0)) exitwith {_type=(_box7 select 1) select (floor random (count (_box7 select 1)));};
			if ((typeof _nBuilding) in (_box8 select 0)) exitwith {_type=(_box8 select 1) select (floor random (count (_box8 select 1)));};
		};
		_house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
		_house setVectorDirAndUp [ _dirVector, _objVector];
	};
};
};

if(!isServer || local player)then
{
waitUntil{(player==player)};
waitUntil{alive player};
waitUntil{local player};
	if (worldName == "chernarus") then 
{ 
	_FFA_CHOUSEV=[];
	_FFA_CHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_CHOUSEV)-1 do
	{
		_housev=_FFA_CHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_housev hideObject true;
		};
	};
};
};

http://i66.fastpic.ru/big/2015/0402/86/a656b7cba0e0b27fb4b309719bd10786.jpg (435 kB)

http://i66.fastpic.ru/big/2015/0402/c2/936b856f854431f7c421e063637256c2.jpg (288 kB)

http://i66.fastpic.ru/big/2015/0402/36/4a5078ca7ad5ac9ef524294262313e36.jpg (396 kB)

mission example

Edited by Dimon

Share this post


Link to post
Share on other sites

2.1 Update

52401555784da7af7547bc0bdd05fa6b.jpeg

http://i57.fastpic.ru/big/2015/0402/f6/b8f582348e9d7e11229ebd775c6299f6.jpeg (157 kB)

http://i67.fastpic.ru/big/2015/0402/3e/b2c51904510b02094511aced8d60583e.jpeg

FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05","Land_SS_hangar","Land_A_Office02","Land_A_Hospital"];
if (isServer) then 
{
_box1=[["Land_HouseV_1I1","Land_HouseV_1I2"],["Land_smd_budova3_open"]];
_box2=[["Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1"],["Land_cihlovej_dum_in","Land_bouda2_vnitrek" ,"Land_hruzdum","Land_smd_cihlovej_dum_mini"]];
_box3=[["Land_houseV_2T1","Land_houseV_2T2"],["land_mbg_brickhouse_01","land_mbg_brickhouse_03","Land_sara_domek_zluty"]];
_box4=[["Land_HouseV_1T"],["Land_smd_hospoda_mesto"]];
_box5=[["Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1I4","Land_HouseV_2L","Land_HouseV_1L2"],["Land_dum_mesto2"]];
_box6=[["Land_HouseV2_03B","Land_HouseV2_01A","Land_HouseV2_01B"],["Land_dum_mesto_in","Land_MBG_GER_PUB_2","Land_MBG_GER_PUB_1"]];
_box7=[["Land_HouseV2_03"],["Land_MBG_ATC_Base"]];
_box8=[["Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05"],["Land_MBG_GER_HUS_1","Land_MBG_GER_HUS_2","Land_MBG_GER_HUS_3","Land_MBG_GER_HUS_4"]];
_box9=[["Land_A_Hospital","Land_A_Office02"],["Land_mbg_companybuilding_1"]];
_box10=[["Land_SS_hangar"],["Land_smd_ss_hangar_withdoor"]];
_FFA_LHOUSEV=[];
_FFA_HOUSES=[];

if (worldName == "chernarus") then 
{ 
		_FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_LHOUSEV)-1 do
	{
		_housev=_FFA_LHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_FFA_HOUSES set [count _FFA_HOUSES,_housev];
		};
	};

	for "_i" from 0 to (count _FFA_HOUSES)-1 do
	{
		_nBuilding =_FFA_HOUSES select _i;
		_dirVector = vectorDir _nBuilding;
		_objVector = vectorUp _nBuilding;
		_pos = ASLtoATL getPosASL _nBuilding;
		_nBuilding hideObject true;

		_type="";
		call{
			if ((typeof _nBuilding) in (_box1 select 0)) exitwith {_type=(_box1 select 1) select (floor random (count (_box1 select 1)));};
			if ((typeof _nBuilding) in (_box2 select 0)) exitwith {_type=(_box2 select 1) select (floor random (count (_box2 select 1)));};
			if ((typeof _nBuilding) in (_box3 select 0)) exitwith {_type=(_box3 select 1) select (floor random (count (_box3 select 1)));};
			if ((typeof _nBuilding) in (_box4 select 0)) exitwith {_type=(_box4 select 1) select (floor random (count (_box4 select 1)));};
			if ((typeof _nBuilding) in (_box5 select 0)) exitwith {_type=(_box5 select 1) select (floor random (count (_box5 select 1)));};
			if ((typeof _nBuilding) in (_box6 select 0)) exitwith {_type=(_box6 select 1) select (floor random (count (_box6 select 1)));};
			if ((typeof _nBuilding) in (_box7 select 0)) exitwith {_type=(_box7 select 1) select (floor random (count (_box7 select 1)));};
			if ((typeof _nBuilding) in (_box8 select 0)) exitwith {_type=(_box8 select 1) select (floor random (count (_box8 select 1)));};
			if ((typeof _nBuilding) in (_box9 select 0)) exitwith {_type=(_box9 select 1) select (floor random (count (_box9 select 1)));};
			if ((typeof _nBuilding) in (_box10 select 0)) exitwith {_type=(_box10 select 1) select (floor random (count (_box10 select 1)));};
		};
		_house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
		_house setVectorDirAndUp [ _dirVector, _objVector];
		if ((typeof _house) in (_box9 select 1)) then {_house setdir ((getdir _nBuilding)+90);};
	};
};
};

if(!isServer || local player)then
{
waitUntil{(player==player)};
waitUntil{alive player};
waitUntil{local player};
	if (worldName == "chernarus") then 
{ 
	_FFA_CHOUSEV=[];
	_FFA_CHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_CHOUSEV)-1 do
	{
		_housev=_FFA_CHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_housev hideObject true;
		};
	};
};
};

Edited by Dimon

Share this post


Link to post
Share on other sites

Getting a few errors replacing some buildings, I think it's because they're not part of AiA TP, overall though this is awesome, the replacement buildings fit well :)

9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_01,
9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_03,
9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_03,
9:34:19 Cannot create non-ai vehicle Land_mbg_companybuilding_1,
9:34:19 Cannot create non-ai vehicle Land_smd_budova3_open,
9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_01,
9:34:19 Cannot create non-ai vehicle Land_MBG_GER_HUS_1,
9:34:19 Cannot create non-ai vehicle Land_smd_budova3_open,
9:34:19 Cannot create non-ai vehicle Land_smd_cihlovej_dum_mini,
9:34:19 Cannot create non-ai vehicle Land_MBG_GER_HUS_2,
9:34:19 Cannot create non-ai vehicle Land_smd_budova3_open,
9:34:19 Cannot create non-ai vehicle Land_smd_cihlovej_dum_mini,
9:34:19 Cannot create non-ai vehicle Land_smd_hospoda_mesto,
9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_01,
9:34:19 Cannot create non-ai vehicle Land_smd_budova3_open,
9:34:19 Cannot create non-ai vehicle Land_smd_cihlovej_dum_mini,
9:34:19 Cannot create non-ai vehicle land_mbg_brickhouse_01,
9:34:19 Cannot create non-ai vehicle Land_smd_cihlovej_dum_mini,
9:34:19 Cannot create non-ai vehicle Land_smd_cihlovej_dum_mini,
 9:34:19 Cannot create non-ai vehicle Land_MBG_ATC_Base,
9:34:19 Cannot create non-ai vehicle Land_smd_hospoda_mesto,

Can i ask what array defines the buildings that are hidden ? so i could add some to remove but without replacing.

Share this post


Link to post
Share on other sites

Can i ask what array defines the buildings that are hidden ? so i could add some to remove but without replacing.

in the first embodiment, the array was determined by the name classname

if ((["Land_HouseV_",str (typeof _housev)] call KK_fnc_inString) || {(["Land_HouseV2_",str (typeof _housev)] call KK_fnc_inString)}) then 
		{

in the second version I did everything manually - each building was checked.

Share this post


Link to post
Share on other sites

The MBG buildings are a seperate addon, that is why nothing loads and produces the error, I'm running only AiA TP

It's no biggie, I can always swap them, still a very cool idea.

Share this post


Link to post
Share on other sites
The MBG buildings are a seperate addon, that is why nothing loads and produces the error, I'm running only AiA TP

It's no biggie, I can always swap them, still a very cool idea.

Yes, these buildings are taken from different Islands (Sahrani, Celle...), since we use an Assembly where all these Islands included - without this, alas, no way.

For the fact that at least some compensation for Chernarus+ :)

---------- Post added at 14:38 ---------- Previous post was at 13:23 ----------

2.2 Update

http://i57.fastpic.ru/big/2015/0402/fa/27d14c189ce651bacdba5f626e3366fa.jpg (240 kB)

FFA_CLOSEHOUSE=["Land_HouseV_1I1","Land_HouseV_1I2","Land_HouseV_2L","Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1",
"Land_houseV_2T1","Land_houseV_2T2","Land_HouseV_1T","Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1L2","Land_HouseV2_03B","Land_HouseV2_03",
"Land_HouseV2_01A","Land_HouseV2_01B","Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05","Land_SS_hangar","Land_A_Office02","Land_A_Hospital"];
if (isServer) then 
{
fnc_bridgeA2 = {
	private ["_start","_obj"];
	_start = createVehicle [
		_this select 2,
		_this select 0,
		[],
		0,
		"CAN_COLLIDE"
	];
	_start setVectorUp [0,0,1];
	_start setDir (_this select 1);
	_start setPosATL (_this select 0);
	for "_i" from 1 to (_this select 3) do {
		_obj = createVehicle [
			_this select 2,
			_this select 0,
			[],
			0,
			"CAN_COLLIDE"
		];
		_obj attachTo [_start, [
			_i*(_this select 4),
			_i*(_this select 5),
			_i*(_this select 6)
		]];
	};
};
_box1=[["Land_HouseV_1I1","Land_HouseV_1I2"],["Land_smd_budova3_open"]];
_box2=[["Land_HouseV_3I3","Land_HouseV_3I1","Land_HouseV_3I4","Land_HouseV_3I2","Land_HouseV_1L1"],["Land_cihlovej_dum_in","Land_bouda2_vnitrek" ,"Land_hruzdum","Land_smd_cihlovej_dum_mini"]];
_box3=[["Land_houseV_2T1","Land_houseV_2T2"],["land_mbg_brickhouse_01","land_mbg_brickhouse_03","Land_sara_domek_zluty"]];
_box4=[["Land_HouseV_1T"],["Land_smd_hospoda_mesto"]];
_box5=[["Land_HouseV_2I","Land_HouseV_1I4","Land_HouseV_1I3","Land_HouseV_1I4","Land_HouseV_2L","Land_HouseV_1L2"],["Land_dum_mesto2"]];
_box6=[["Land_HouseV2_03B","Land_HouseV2_01A","Land_HouseV2_01B"],["Land_dum_mesto_in","Land_MBG_GER_PUB_2","Land_MBG_GER_PUB_1"]];
_box7=[["Land_HouseV2_03"],["Land_MBG_ATC_Base"]];
_box8=[["Land_HouseV2_02_Interier","Land_HouseV2_04_interier","Land_HouseV2_05"],["Land_MBG_GER_HUS_1","Land_MBG_GER_HUS_2","Land_MBG_GER_HUS_3","Land_MBG_GER_HUS_4"]];
_box9=[["Land_A_Hospital","Land_A_Office02"],["Land_mbg_companybuilding_1"]];
_box10=[["Land_SS_hangar"],["Land_smd_ss_hangar_withdoor"]];
_FFA_LHOUSEV=[];
_FFA_HOUSES=[];

if (worldName == "chernarus") then 
{ 
		_FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_LHOUSEV)-1 do
	{
		_housev=_FFA_LHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_FFA_HOUSES set [count _FFA_HOUSES,_housev];
		};
	};

	for "_i" from 0 to (count _FFA_HOUSES)-1 do
	{
		_nBuilding =_FFA_HOUSES select _i;
		_dirVector = vectorDir _nBuilding;
		_objVector = vectorUp _nBuilding;
		_pos = ASLtoATL getPosASL _nBuilding;
		_nBuilding hideObject true;

		_type="";
		call{
			if ((typeof _nBuilding) in (_box1 select 0)) exitwith {_type=(_box1 select 1) select (floor random (count (_box1 select 1)));};
			if ((typeof _nBuilding) in (_box2 select 0)) exitwith {_type=(_box2 select 1) select (floor random (count (_box2 select 1)));};
			if ((typeof _nBuilding) in (_box3 select 0)) exitwith {_type=(_box3 select 1) select (floor random (count (_box3 select 1)));};
			if ((typeof _nBuilding) in (_box4 select 0)) exitwith {_type=(_box4 select 1) select (floor random (count (_box4 select 1)));};
			if ((typeof _nBuilding) in (_box5 select 0)) exitwith {_type=(_box5 select 1) select (floor random (count (_box5 select 1)));};
			if ((typeof _nBuilding) in (_box6 select 0)) exitwith {_type=(_box6 select 1) select (floor random (count (_box6 select 1)));};
			if ((typeof _nBuilding) in (_box7 select 0)) exitwith {_type=(_box7 select 1) select (floor random (count (_box7 select 1)));};
			if ((typeof _nBuilding) in (_box8 select 0)) exitwith {_type=(_box8 select 1) select (floor random (count (_box8 select 1)));};
			if ((typeof _nBuilding) in (_box9 select 0)) exitwith {_type=(_box9 select 1) select (floor random (count (_box9 select 1)));};
			if ((typeof _nBuilding) in (_box10 select 0)) exitwith {_type=(_box10 select 1) select (floor random (count (_box10 select 1)));};
		};
		_house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
		_house setVectorDirAndUp [ _dirVector, _objVector];
		if ((typeof _house) in (_box9 select 1)) then {_house setdir ((getdir _nBuilding)+90);};
	};
	[
		[13640.5,3862.64,-1],
		105,
		"Land_nav_pier_m_2",
		11,
		40,
		0,
		0
	] call fnc_bridgeA2;		
};
};

if(!isServer || local player)then
{
waitUntil{(player==player)};
waitUntil{alive player};
waitUntil{local player};
	if (worldName == "chernarus") then 
{ 
	_FFA_CHOUSEV=[];
	_FFA_CHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
	for "_i" from 0 to (count _FFA_CHOUSEV)-1 do
	{
		_housev=_FFA_CHOUSEV select _i;
		if ((typeof _housev) in FFA_CLOSEHOUSE) then 
		{
			_housev hideObject true;
		};
	};
};
};

Edited by Dimon

Share this post


Link to post
Share on other sites




---------- Post added at 11:20 ---------- Previous post was at 10:27 ----------

2.3 Update
Replaced by wholesalee:
1. All detached buildings.
2. All sheds.
3. The containers.
4. Church.
5. The sawmill.
6. The barracks.
7. Lesniki tower.
9. Some industrial buildings.
Bugfix with attachments on the client in MP.

script 2.3
script 2.3 lite
script 2.3 very lite Edited by Dimon

Share this post


Link to post
Share on other sites

I'm surprised.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×