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Open Chernarus Project(Beta) - Plug N Play - Dynamic Simulation compatible


DirtySanchez

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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.INFO
http://DonkeyPunch.INFO
http://eXpoch.INFO
https://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.

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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

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  • 2 weeks later...

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!

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  • 1 month later...

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.

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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

20170118114540_1.jpg

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  • 1 month later...
  • 2 weeks later...

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

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Open Chernarus Project and OCPwJBAD
Big update with many improvements
More 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=786865959
Steam OCP: http://steamcommunity.com/sharedfiles/filedetails/?id=786777307

DP 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 JBAD

Steam Workshop Link
http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436

DP 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 addons

Steam Workshop Link
http://steamcommunity.com/sharedfiles/filedetails/?id=899153637

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  • 1 month later...
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...

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  • 2 weeks later...
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.

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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!

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