DirtySanchez Posted October 26, 2016 Report Share Posted October 26, 2016 Open Chernarus Project and Open Chernarus Project w/JBAD Download: @OCP Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=786777307&searchtext=open+chernarus @OCP+JBAD Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=786865959 Installation: Required to install on server as a -mod Required for client to install(Available on steam and a3l) Server: Add @OCP or @OCP_Jbad to your server folder -mod=@OCP; Mission: Add "DATA_HOUSES_DS","ds_houses" to your addons section in the mission.sqm addons[] = { "exile_client", "A3_Ui_F", "DATA_HOUSES_DS" }; Client: Click Subscribe on the steam workshop or arma 3 launcher GAME ON!!! -sTanG Thank you all for supporting DonkeyPunch.INFO!!!!! ts3.DonkeyPunch.INFOhttp://DonkeyPunch.INFOhttp://eXpoch.INFOhttps://discord.me/eXpoch This adds new enterable buildings to Chernarus. You can use CUP / A2OP / A3MP / AiA and these should work fine. Tested with A2OP at this time and works well. Tested with CUP Terrains at this time and works well.(Thanks SPOOK) Search and Replace PBO is included now. This will run on the server postinit. Meaning PLUG AND PLAY for server owners. No need to replace buildings on your own. For more entereable buildings, use my OCP+JBAD requirements ADDON For bug reports use our Forums, a new header is being created today for this mods bug reports BUG REPORTING: http://epochmod.site.nfoservers.com/donkeypunch/index.php?topic=631.0 The original work was done by ARGUMENT and released in this thread at BIS: https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/?hl=houses In june of 2016 he released his work in this post: https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/?p=3051642 This source was released under APL-SA as seen in the second link. This release is also licensed under APL-SA. waynewr and natoed 2 Link to comment Share on other sites More sharing options...
seelenapparat Posted October 28, 2016 Report Share Posted October 28, 2016 will clients need to download this mod too? I guess so, or not? Link to comment Share on other sites More sharing options...
Richie Posted October 28, 2016 Report Share Posted October 28, 2016 Great work DS, really good for Chernarus Seelenpparat, yes clients will also need to have it. DirtySanchez 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted October 30, 2016 Author Report Share Posted October 30, 2016 Cant take all the credit man. Argument did the original models and released his source. I am merely doing what I usually do, but bigger and gave to the entire A3 community. Thanks for the kind words @Richie :) @seelenapparat this contains models and configs and a search and replace pbo that runs on the server postInit, this is definately necessary for clients as well as the server to run if you want to enjoy them New update pushed this evening to steam for both versions of the OCP. UPDATE NOTES: [FIXED] Original Source UserActions had Open Door and Close Door reversed on some of the houses. [RAISED] Original armor setting was equal to 100. new value is equal to 1000. [CLEANUP] Started cleaning up of configs Richie and RC_Robio 2 Link to comment Share on other sites More sharing options...
DirtySanchez Posted November 5, 2016 Author Report Share Posted November 5, 2016 Update released with new key(ATTN OWNERS/HOSTERS) [Added] MultiMap / MultiMod support for Chernarus and napf / JBAD [Fixed] All Surface and Penetration and Texture PopUp errors [Fixed] All ca\data paths in models adjusted to compatible arma 3 a3\data_f paths GAME ON!!! -sTanG Link to comment Share on other sites More sharing options...
DirtySanchez Posted November 19, 2016 Author Report Share Posted November 19, 2016 Forgot to throw up last weeks update info. was just a few fixes. However.... OCP will see an update today with many more fixes. [FIXED]House 3I1 - glass from back door did not move with opening of door [FIXED]Config errors - all 12 original configs were missing entries [FIXED]Ruins - all Houses were pointing to incorrect location of ruins models [FIXED]Models.cfg - 2 of these had an extra comma at the end of the selections Todays fixes now make the OCP compatible for terrain makers to use with their own terrains. Todays fixes also put us much closer to being done with correcting all the issues with Arguments original work. Again, Thanks to everyone for all their help and posts and well Community Spirit! RC_Robio, Grahame and He-Man 3 Link to comment Share on other sites More sharing options...
J.Dominic Posted January 2, 2017 Report Share Posted January 2, 2017 Do you have a plan to make your project for Arma 2? Because i like your project in Arma 3 ;) Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 3, 2017 Author Report Share Posted January 3, 2017 Hey bud, from what I last heard a member of the community was already converting it for use in Arma 2... I will chat this person up and see where his progress is at this point :) Thank you for your kind words @J.Dominic Link to comment Share on other sites More sharing options...
J.Dominic Posted January 6, 2017 Report Share Posted January 6, 2017 Thank you sir. @DirtySanchez If have a new progress about converting please tell me ;) DirtySanchez 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 10, 2017 Author Report Share Posted January 10, 2017 Open Chernarus Project and its counterpart Open Chernarus Project w/JBAD have both been updated. [REMOVED] Map Name limitation for the searchNreplace pbo [ADDED] Building type check for more than 0. Wtih this change the mod now will work on all maps and if appropriate it will replace the original buildings. This still includes the check for JBAD and replaces those buildings as well. Richie 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 18, 2017 Author Report Share Posted January 18, 2017 Updated front page with new information for server owners and hosts of Open Chernarus Project. Most will have this done on their own but still see some new hosts coming around so time to make it easier Condensed old info into spoiler and applied new GAME ON!!! -sTanG Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 18, 2017 Author Report Share Posted January 18, 2017 For those working with Chernarus and have seen and put up with the dreaded NWAF control tower. Yes the FLICKERING P.O.S. Control Tower. When replaced still has a Texture of the old building. This does fix it and you are free to roam the control tower as it should be with this addon :) Expect a release update sometime today for this additiion. GAME ON!!! -sTanG He-Man 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted March 17, 2017 Author Report Share Posted March 17, 2017 OCP Updated for Arma 3 1.68 The temp workaround for Dynamic Simulation issues are included. Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 1, 2017 Author Report Share Posted April 1, 2017 Full Dynamic Simulation compatibility [INFO] more servers are compatible with Dynamic Simulation now [ADDED] Checks for server DynamicSimulationSystemEnabled. [CHANGED] If new Dynamic Simulation is on, replacement buildings will be given Dynamic Simulation for performance [ADDED] Check for OCP_sNr_OFF variable. To turn off the search N replace feature of OCP use this code in your init or initServer OCP_sNr_OFF = true; [KEY CHANGE] With the addition of this new Arma 3 feature to OCP, future support requests need to be filtered for this change. Each version has its own separate key now. OCP.bikey and OCPwJBAD.bikey respectively. ENJOY! NOW UPLOADED RC_Robio, natoed and Drokz 3 Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 5, 2017 Author Report Share Posted April 5, 2017 Open Chernarus Project and OCPwJBADBig update with many improvementsMore Arma 3 compatibility[CHANGED] OCP Houses will inherit House_F for DestructionEffects instead of House (Altis Life Housing Support)[ADDED] config entry for "numberOfDoors"[ADDED] OCP Doors will follow "BIS_disabled_door" variables[ADDED] Inheritances for Open and Close Doors to remove Duplicate entries[REMOVED] Extra actionstart and end entries[REMOVED] Empty data areas and extra lines--[FIXED] CfgModels Angles were incorrect causing Open and Close to be switched.[NEW] CfgModels Animation Sources cleaned up for a3 compatibility[ADDED] Replace HouseV_1L1 with OCP HouseV_1L2 in search N replace script _countBldgs : 97 replaced[ADDED] Replace HouseV_1I1 with OCP HouseV_3I1 in search N replace script _countBldgs : 103 replaced[INFO] 200 more buildings are now enterable on Chernarus![NEW] Land_d_dom02_pinsk is now error free for use and up to date with above changes[WIP] Land_d_dom01 is working as intended with 1 pesky popup I can't get rid of...--[UPDATE] This evening, no key change required if already up to date[NEW] Each version has its own Search N Replace in respects to its contents. OCP replaces for OCP. OCPwJBAD replaces for OCP and JBAD.[NEW] DPBEA OCP is now baked into OCP for those that use DPBEA Core[NEW] DPBEA OCP and DPBEA JBAD are now baked into OCPwJBAD for those that use DPBEA Core[INFO] These baked in addons have been signed with the OCP or OCPwJBAD key for ease of install/update(NO NEW KEYS)Steam OCPwJBAD: http://steamcommunity.com/sharedfiles/filedetails/?id=786865959Steam OCP: http://steamcommunity.com/sharedfiles/filedetails/?id=786777307DP Build Everything Arma JBAD[Released] Adds 300 more objects to the DPBEA series[INFO] Trees, buildings and more[INFO] Will be added directly to OCPw/JBAD soon[REQUIRES] DPBEA Core but it is up to you to have JBADSteam Workshop Linkhttp://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436DP Build Everything Arma OCP[NEW] Small addition to the DPBEA series baked into both OCP and OCPwJBAD versions[INFO] Not intended as solo release but still part of the DPBEA series of addonsSteam Workshop Linkhttp://steamcommunity.com/sharedfiles/filedetails/?id=899153637 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted May 25, 2017 Report Share Posted May 25, 2017 Are there loot positions for the OCP buildings in the current CfgBuildingLootPos.hpp file? Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 30, 2017 Author Report Share Posted May 30, 2017 Hey zed, new positions would need to be made for furniture positions... There is a lot of furniture in these buildings as is. Maybe custom loot drop for these would be best. Then you would be able to use the already made loot spots Link to comment Share on other sites More sharing options...
Grahame Posted June 3, 2017 Report Share Posted June 3, 2017 On 5/30/2017 at 5:41 PM, DirtySanchez said: Hey zed, new positions would need to be made for furniture positions... There is a lot of furniture in these buildings as is. Maybe custom loot drop for these would be best. Then you would be able to use the already made loot spots Thanks for all the work on this map. I'm thinking of using it for my Chernarus server. Are the buildings defined with indexed positions for AI so that the Epoch custom LootSpawner script by Suppe can drop loot in them? If so I might migrate this weekend... Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 11, 2017 Author Report Share Posted June 11, 2017 On 6/3/2017 at 6:19 AM, Grahame said: Thanks for all the work on this map. I'm thinking of using it for my Chernarus server. Are the buildings defined with indexed positions for AI so that the Epoch custom LootSpawner script by Suppe can drop loot in them? If so I might migrate this weekend... Hi Grahame, I have seen several complaints that there is no ai pathfinding setup in these models from Argument. One of them said they were going to work on it for the arma community, but we shall see. I'm not sure if this answers exactly what you are talking about but give it a whirl if you want it wouldn't hurt. Thanks for the kind words bud. Link to comment Share on other sites More sharing options...
Grahame Posted June 11, 2017 Report Share Posted June 11, 2017 Not a problem at all, looking forward to using this. I saw the guy's comment who said he was going to work on them too which is why I'd subsequently guessed the answer to my question ;) BTW, thanks a lot for the Vector Building mate, my players love you! Finally they can easily build garage doors that an M1A2 TUSK can fit through! DirtySanchez 1 Link to comment Share on other sites More sharing options...
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