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Hardwood Timber Locations


Witz

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Use this code below to see the locations in the editor (put the player in the center of Altis)

Spoiler


{
	_treeType = ((getModelInfo _x) select 0);
	_pile = switch (_treeType) do {
		case ("t_pinuss1s_f.p3d"):{"timber"};
		case ("t_pinuss2s_f.p3d"):{"timber"};
		case ("t_pinuss2s_b_f.p3d"):{"timber"};
		case ("t_pinusp3s_f.p3d"):{"timberh"};
		case ("t_ficusb1s_f.p3d"):{"timber"};
		case ("t_broussonetiap1s_f.p3d"):{"timber"};
		case ("t_oleae1s_f.p3d"):{"timberl"};
		case ("t_oleae2s_f.p3d"):{"timberl"};
		case ("t_ficusb2s_f.p3d"):{"timber"};
		case ("t_fraxinusav2s_f.p3d"):{"timberh"};
		case ("t_phoenixc1s_f.p3d"):{"timberh"};
		case ("t_phoenixc3s_f.p3d"):{"timberh"};
		case ("t_quercusir2s_f.p3d"):{"timberh"};
		case ("t_populusn3s_f.p3d"):{"timberh"};
		case ("t_poplar2f_dead_f.p3d"):{"timberh"};
		default {"timber"};
	};



	if (_pile isEqualTo "timberh") then {
		_marker = createMarker ["th_" + str(floor (random 100000)) + str(floor (random 100000)),position _x];
		_marker setMarkerShape "ICON";
		_marker setMarkerType "mil_dot";
		_marker setMarkerColor "ColorRed";
	};


} forEach nearestTerrainObjects [player, ["Tree"], 16000];

 

And this code below to see all trees (within 2500m from your location)

Spoiler

{
	_treeType = ((getModelInfo _x) select 0);
	_pile = switch (_treeType) do {
		case ("t_pinuss1s_f.p3d"):{"timber"};
		case ("t_pinuss2s_f.p3d"):{"timber"};
		case ("t_pinuss2s_b_f.p3d"):{"timber"};
		case ("t_pinusp3s_f.p3d"):{"timberh"};
		case ("t_ficusb1s_f.p3d"):{"timber"};
		case ("t_broussonetiap1s_f.p3d"):{"timber"};
		case ("t_oleae1s_f.p3d"):{"timberl"};
		case ("t_oleae2s_f.p3d"):{"timberl"};
		case ("t_ficusb2s_f.p3d"):{"timber"};
		case ("t_fraxinusav2s_f.p3d"):{"timberh"};
		case ("t_phoenixc1s_f.p3d"):{"timberh"};
		case ("t_phoenixc3s_f.p3d"):{"timberh"};
		case ("t_quercusir2s_f.p3d"):{"timberh"};
		case ("t_populusn3s_f.p3d"):{"timberh"};
		case ("t_poplar2f_dead_f.p3d"):{"timberh"};
		default {"timber"};
	};

	if (_pile isEqualTo "timber") then {
		_marker = createMarker ["t_" + str(floor (random 100000)) + str(floor (random 100000)),position _x];
		_marker setMarkerShape "ICON";
		_marker setMarkerType "mil_dot";
		_marker setMarkerColor "ColorBrown";
	};

	if (_pile isEqualTo "timberh") then {
		_marker = createMarker ["th_" + str(floor (random 100000)) + str(floor (random 100000)),position _x];
		_marker setMarkerShape "ICON";
		_marker setMarkerType "mil_dot";
		_marker setMarkerColor "ColorRed";
	};

	if (_pile isEqualTo "timberl") then {
		_marker = createMarker ["tl_" + str(floor (random 100000)) + str(floor (random 100000)),position _x];
		_marker setMarkerShape "ICON";
		_marker setMarkerType "mil_dot";
		_marker setMarkerColor "ColorOrange";
	};

} forEach nearestTerrainObjects [player, ["Tree"], 2500];

 

 

V3n0M!, Good Lub, thero and 2 others like this
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Just now, Nicolas March said:

I did an rv of hardwood, I lost 20% of it at mill, then I realised you need to sell it to commaudies, so left sofia did a 6km drive, then when I sold realised it was 200$ per not 400$, so at the ehnd, took me 40 minutes got 20k

You should stick to bounty hunting since it's your area of specialties.

It makes a lot tbh.

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