Arma 3
276 ratings
DonkeyPunch.INFO Open Chernarus Project
Data Type: Mod
Mod Type: Terrain
File Size
1,201.730 MB
Oct 24, 2016 @ 5:22pm
Apr 5 @ 6:19pm
23 Change Notes ( view )

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DonkeyPunch.INFO Open Chernarus Project

This mod brought to you by DirtySanchez and DONKEYPUNCH.INFO

Maca has in fact released DS_Houses with Torndeco. Their lack of working with the community on projects like Open Chernarus Project and only making things for their own personal monetary gain is not community like behavior.

Sharing is Caring and always lend a hand to your neighbor!

**NEW** Fully Compatible with Arma 3 1.68 Dynamic Simulation System.

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

The original work was done by ARGUMENT and released in this thread at BIS:

In june of 2016 he released his work in this post:

This source was released under APL-SA as seen in the second link.
This release is also licensed under APL-SA.



Thank you all for supporting DonkeyPunch.INFO!!!!!


If anyone has any enterable buildings they would like to add to this mod, or if you have any fixes in place for something you found. We encourage you to comeon over and have a chat n a beer :)
Another UPDATE:
[Added] MultiMap / MultiMod support for Chernarus and napf / JBAD
[Fixed] Surface and Penetration and Texture PopUp errors
[Fixed] All ca\data paths in models adjusted to compatible arma 3 a3\data_f paths

[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

The CODE is no longer needed. ALL MAPS SUPPORTED NOW!!!
I do a check for each building before attempting to replace the building on the map.
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Parsec Oct 11 @ 6:01pm 
yeah, fuck ccg!
GeckoWarrior Sep 27 @ 1:23am 
@MusTanG : Thanks for this information! I will use it.
MusTanG  [author] Sep 26 @ 4:17pm 
Check the readme file, there is code attached to run in debug console while in eden to fully replace all buildings as it would on MP servers.

[] execVM "\ocp_searchNreplace\mapedits\eXpochSearchNDestroy.sqf";

run that as local and enjoy it in the editor
GeckoWarrior Sep 26 @ 1:50pm 
This mod is really great but the big problem for un mission editor is that the building interior is not visible in 3DEN edition. They are visible during mission only. :(
Revixy Sep 24 @ 8:40pm 
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.
Revixy Sep 24 @ 8:37pm 
Everything you subscribe to is in the /!Workshop folder.
Pouncer012 Sep 24 @ 3:28pm 
Is this something that is dropped into the server folder "/addons" or is it just something you subscribe to yourself and every player joining would have to add it in steam as well?
DR. KuRoseriX Aug 21 @ 12:05am 
Revixy Aug 18 @ 10:03am 
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.
Geotrooper(GEO) Aug 18 @ 10:01am 
got it, thanks.
any chances to see "open chernarus" as a seperate terrain ?