tinter 186 Posted July 26, 2020 Thanks for all the feedback, a late reply as I was on vacation. The amount of furniture is probably the biggest impact on performance, more so than actually spawning it, but Diwako is right that they're all local simple objects. I think the compositions and thus also the amount of furniture per building, should be decided by the individual mission maker with regards to how much they want to compromise and what else is in their mission. I've thought about making modules and such, but that would require me to make this into a mod. It could probably be made into a mod, but I think overall that the concept fits a script best, as the mission really needs to be added with furniture in mind. You could get away with this, by letting the player set the furniture, but first of all respecting mission settings, if any, and having a debug menu to remove furniture in houses that shouldn't have them. Maybe some day, but probably not for the near future. Share this post Link to post Share on other sites
Melody_Mike 130 Posted July 27, 2020 Dear Tinter (and modders). Firstly, I will join the others in saying this is a very elegant script that saves lots of performance and mission development time(!). I've tested it with several missions in different towns, and the performance impact is quite acceptable. I had a question, all the same. Is there a to remove the CBA dependency of the script? I took a dive into the script and it seems you use the following functions: CBA_fnc_createNamespace CBA_fnc_players CBA_fnc_addEventHandler CBA_fnc_execNextFrame CBA_fnc_waitAndExecute CBA_fnc_globalEvent I suppose my question is two-fold: 1) Firstly, many of these functions (eg createNameSpace) have a vanilla equivalent; why did you use the CBA versions? 2) And secondly, would you mind if I created an alternate script that loaded these functions during mission startup, thereby removing the mod dependency? I am aware this could be seen as a step backwards in terms of performance (no caching of functions before mission start), and compatibility (no updates of CBA). And, that I am technically reverse engineering the hard work of CBA (who I will obviously credit in FULL). I don't want to step on any toes. But, because I work exclusively with public servers that have zero mod dependencies, I have a strong incentive to remove dependencies from missions. 1 Share this post Link to post Share on other sites
tinter 186 Posted July 27, 2020 18 hours ago, Melody_Mike said: Dear Tinter (and modders). Firstly, I will join the others in saying this is a very elegant script that saves lots of performance and mission development time(!). I've tested it with several missions in different towns, and the performance impact is quite acceptable. I had a question, all the same. Is there a to remove the CBA dependency of the script? I took a dive into the script and it seems you use the following functions: CBA_fnc_createNamespace CBA_fnc_players CBA_fnc_addEventHandler CBA_fnc_execNextFrame CBA_fnc_waitAndExecute CBA_fnc_globalEvent I suppose my question is two-fold: 1) Firstly, many of these functions (eg createNameSpace) have a vanilla equivalent; why did you use the CBA versions? 2) And secondly, would you mind if I created an alternate script that loaded these functions during mission startup, thereby removing the mod dependency? I am aware this could be seen as a step backwards in terms of performance (no caching of functions before mission start), and compatibility (no updates of CBA). And, that I am technically reverse engineering the hard work of CBA (who I will obviously credit in FULL). I don't want to step on any toes. But, because I work exclusively with public servers that have zero mod dependencies, I have a strong incentive to remove dependencies from missions. Thank you, I'm glad to hear when someone finds this useful. As for why I use the CBA functions, it's because I think their functions are nice and convenient. I'm not sure if any of the functions I've used have a vanilla function that does the same. I find that even if they seem to be the same they might often differ in the details. As for modifying the script, you are allowed to modify it in any way you see fit, but of course I can't give you permission for any CBA stuff. 2 Share this post Link to post Share on other sites
Melody_Mike 130 Posted July 27, 2020 Appreciate the answer. Quote I find that even if they seem to be the same they might often differ in the details. ^ This is exactly why I asked the question . I realize that you coded this, along with others, a while ago. But it would help if you could give pointers why you chose the CBA versions of those functions, so I can maybe skip certain bits by replacing them with vanilla commands. The CBA documentation on the website is a bit cryptic, and doesn't always explicitly state the differences between CBA and vanilla functions. Quote As for modifying the script, you are allowed to modify it in any way you see fit, but of course I can't give you permission for any CBA stuff. Thank you for the permission. I will not release the modified version in any way, but simply post it in this forum. And if anyone objects to my attempt at recreating CBA functions, they can of course object and contact me as well. I just want to keep things transparent. This is all just a self imposed coding exercise for me, really. Thanks again. 2 Share this post Link to post Share on other sites
tinter 186 Posted July 27, 2020 10 minutes ago, Melody_Mike said: Appreciate the answer. ^ This is exactly why I asked the question . I realize that you coded this, along with others, a while ago. But it would help if you could give pointers why you chose the CBA versions of those functions, so I can maybe skip certain bits by replacing them with vanilla commands. The CBA documentation on the website is a bit cryptic, and doesn't always explicitly state the differences between CBA and vanilla functions. Thank you for the permission. I will not release the modified version in any way, but simply post it in this forum. And if anyone objects to my attempt at recreating CBA functions, they can of course object and contact me as well. I just want to keep things transparent. This is all just a self imposed coding exercise for me, really. Thanks again. I can't remember the details well enough to tell you without having to analyze my code. Your best bet would be to use the ingame function viewer so you can see what the actual code of the CBA functions do. Even the headers usually tell you what the function is for, along with any deviation from similar functions. 2 Share this post Link to post Share on other sites
tinter 186 Posted August 5, 2020 New release again! Turns out that this script would stop missions from loading when played on a dedicated server. G4rrus reported and nearly fixed this himself. Get it here! And my apologies to anyone who might've tried to use this on a dedicated server, only to get a confusing and hard to diagnose result. 3 Share this post Link to post Share on other sites
tinter 186 Posted October 4, 2020 Got a few mores fixes rolled out. The most important is furniture sometimes spawning twice, due to two issues appearing at the same time. I got it somewhat fixed, but it might not cover all cases. https://github.com/Tinter/Tinter-Furniture/releases/tag/v2.0.2 And for I released a mod version of this for anyone interested who don't happen to be mission makers. https://forums.bohemia.net/forums/topic/231111-tinter-furniture-dynamic-furniture-as-a-mod/ 1 1 Share this post Link to post Share on other sites
omri2050 197 Posted October 6, 2020 Thank you for this! I'm sure my group and I can benefit from it Share this post Link to post Share on other sites
tinter 186 Posted October 25, 2020 So I have now updated the script and the mod so that they both use CBA settings and the mod will turn off if a mission is using the script, avoiding spawning the wrong furniture if the mission is set to use something else. Other than that I have now also added the classnames for Global Mobilization buildings. No compositions yet, but it's one step closer. As always, get it here: https://github.com/Tinter/Tinter-Furniture/releases 1 2 Share this post Link to post Share on other sites
tinter 186 Posted April 28, 2021 Thanks to lelop we have now a nice new set of compositions for Livonia buildings! It is available now. 9 Share this post Link to post Share on other sites
aussie battler 94 Posted May 2, 2021 Great work, I love the variety in each building. Thanks for sharing. 2 Share this post Link to post Share on other sites
tinter 186 Posted September 9, 2021 Finally got around to releasing a new update, I'll leave you with the changelog this time. Quote Added non-modern Livonia compositions Added support for Cam Lao Nam houses Added compositions for Cam Lao Nam Added compositions for Weferlingen Added CUP compositions for Weferlingen Added compositions for Rosche Added compositions for the industrial shed Military compositions are now included by default Changed the names of compositions files Compositions files have a bit more info Fixed furniture spawning in some destroyed buildings 5 Share this post Link to post Share on other sites
omri2050 197 Posted November 15, 2021 Thanks @tinter I love your work! 2 Share this post Link to post Share on other sites
jgaz-uk 132 Posted November 17, 2021 Is there any chance of adding Vidda to the list of maps covered by your mod? 1 Share this post Link to post Share on other sites
tinter 186 Posted November 20, 2021 On 11/17/2021 at 12:02 PM, jgaz-uk said: Is there any chance of adding Vidda to the list of maps covered by your mod? It depends on the map, I am not familiar with Vidda, but if it uses houses used on any of the normal maps, then it should already be covered. If it uses custom houses, then the limiting the factor is and always will be making compositions of furniture. They take a lot of time and effort for me to make and I have even less time now so I don't see myself making anymore for quite a while at least. Share this post Link to post Share on other sites
omri2050 197 Posted November 21, 2021 @tinter Hello!! Any option to exclude a specific area? Why? I want to run your furniture script but I want that a specific house will be excluded so I can make the specific thing I want for this specific house (example: make a specific house a lab for a specific task.) Any way of doing it that I might have missed? Also, second question - What about AI pathing and shooting positions? Does the script take it into consideration? Thanks a lot again! Share this post Link to post Share on other sites
tinter 186 Posted November 22, 2021 On 11/21/2021 at 4:44 PM, omri2050 said: @tinter Hello!! Any option to exclude a specific area? Why? I want to run your furniture script but I want that a specific house will be excluded so I can make the specific thing I want for this specific house (example: make a specific house a lab for a specific task.) Any way of doing it that I might have missed? Also, second question - What about AI pathing and shooting positions? Does the script take it into consideration? Thanks a lot again! I've described a method for excluding a specific area here. As far as considerations go, not specifically, but I've tried to keep furniture out of the way. 1 Share this post Link to post Share on other sites
omri2050 197 Posted November 22, 2021 21 minutes ago, tinter said: I've described a method for excluding a specific area here. As far as considerations go, not specifically, but I've tried to keep furniture out of the way. Perfect. Thanks a lot Share this post Link to post Share on other sites
jgaz-uk 132 Posted November 25, 2021 On 11/20/2021 at 1:44 PM, tinter said: It depends on the map, I am not familiar with Vidda, but if it uses houses used on any of the normal maps, then it should already be covered. If it uses custom houses, then the limiting the factor is and always will be making compositions of furniture. They take a lot of time and effort for me to make and I have even less time now so I don't see myself making anymore for quite a while at least. Its on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647 Its a really nice map. Some of the houses & buildings are covered by your mod from other maps, but there are a number of new buildings that are not covered by your great addon 👍 Share this post Link to post Share on other sites
tinter 186 Posted December 4, 2021 On 11/25/2021 at 12:18 PM, jgaz-uk said: Its on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647 Its a really nice map. Some of the houses & buildings are covered by your mod from other maps, but there are a number of new buildings that are not covered by your great addon 👍 Sorry for being so late to reply. I think it would be best if you could file these buildings under an issue on github, with preferably classnames, maybe just pictures. That way I and potentially other people can get a clear idea of what needs doing, as "some houses & buildings" is a little vague. Thanks! Share this post Link to post Share on other sites
jgaz-uk 132 Posted December 5, 2021 OK will have look for Vida new buildings class names; On another subject; I cant seem to get your "Furniture" to work with ACE is there a workaround? 2.1.4 didn't work with ACE for me but the 2.0.1 did. so I'll use that. Share this post Link to post Share on other sites
LSValmont 789 Posted December 10, 2021 Just wanted to say that Halek's Ravage Furniture script was optimized for the latest version and is several times faster, perhaps @tinter could take a look to benefit from those improvements as well. Share this post Link to post Share on other sites
omri2050 197 Posted January 12, 2022 Hello @tinter! How are you? Hope all is well 🙂 Q: I tried to make SQF file with compositions to Western Sahara DLC, but it's not working..Do I need to do something special for the script to work with this DLC? Thanks! 1 Share this post Link to post Share on other sites
tinter 186 Posted February 12, 2022 On 1/12/2022 at 10:03 PM, omri2050 said: Hello @tinter! How are you? Hope all is well 🙂 Q: I tried to make SQF file with compositions to Western Sahara DLC, but it's not working..Do I need to do something special for the script to work with this DLC? Thanks! Quite possibly, if you are working with the new buildings, then I have not added support for those yet. The relevant buildings need to manually be added to a list and some times this involves cross checking which buildings are the same but slightly different. I just forgot about it mostly, but I will try to get it done soon. Share this post Link to post Share on other sites