Date: 2020-12-27 19:47
Modules to easily mass replace or delete terrain objects
Check images for how to use
To install Terrain Object Replacement Modules you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.
Set the module position and area to apply changes (use same value for A and B size)
Types to replace
Use an array of types of objects to delete. Example: ["HOUSE"]
Classnames to replace
Leave the previous field blank or [ ] and specify an array of classnames to be used as replacements.
Example: [ "Land_u_Addon_02_V1_F", "Land_i_Stone_HouseBig_V1_F"]
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.
[" 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)
Changelog: (05-11-2020 - updated as it happens, displayed in news once every week)
-Can set area shape
-New object selection filters: condition, probability, exclusion areas
-New object creation options: custom or random direction, snap to terrain, random height (good for trees), simple object mode, add expression to run on each created object
- BI forums