omri2050 197 Posted February 12, 2022 6 hours ago, tinter said: 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. Great. A friend added the new WS buildings to building.HPP (I think this is the name of the file 🙂 ) and it worked. We're making a good use of your script in our missions 🙂 1 Share this post Link to post Share on other sites
tinter 186 Posted February 12, 2022 4 hours ago, omri2050 said: Great. A friend added the new WS buildings to building.HPP (I think this is the name of the file 🙂 ) and it worked. We're making a good use of your script in our missions 🙂 Ah yeah that's exactly what I have yet to do myself. And I am happy to hear that! That is after all, what it is for. 1 Share this post Link to post Share on other sites
tinter 186 Posted February 13, 2022 So that was easier than I had initially thought (GM and VN was a lot of work), the new WS buildings should now be compatible. Just as a note, these buildings are all treated the same: I was little unsure since there differences on the roof, but since the ground floor was entirely identical I settled on treating them the same. So a composition made for one of these buildings will be used by all of them. 3 Share this post Link to post Share on other sites
verstand3n 13 Posted February 14, 2022 hello there. I am the guy Benchmark talked about. thank you for your work. I am creating a pull request with what I have. I was not able to finish and test it (at least somewhat) until now. I did remove the translation layers for the above mentioned buildings as we have created compositions for them already. cheers 1 Share this post Link to post Share on other sites
tinter 186 Posted February 14, 2022 1 hour ago, verstand3n said: hello there. I am the guy Benchmark talked about. thank you for your work. I am creating a pull request with what I have. I was not able to finish and test it (at least somewhat) until now. I did remove the translation layers for the above mentioned buildings as we have created compositions for them already. cheers I took a look, it looks great! It has been merged! 1 1 Share this post Link to post Share on other sites
WarhammerActual 23 Posted May 12, 2022 Hi , I was wondering if this has any functionality to limit the "dynamic furniture " spawning to a predetermined area. Example I would like to have this ONLY work in an area of the my that has been designated for Urban Warfare Training and NOT globally on the entire map. Is this possible ? Thank you in advance for any clarification.. Share this post Link to post Share on other sites
tinter 186 Posted May 29, 2022 On 5/12/2022 at 10:05 AM, WarhammerActual said: Hi , I was wondering if this has any functionality to limit the "dynamic furniture " spawning to a predetermined area. Example I would like to have this ONLY work in an area of the my that has been designated for Urban Warfare Training and NOT globally on the entire map. Is this possible ? Thank you in advance for any clarification.. Hello, sorry for the late response. It's not quite possible as it is now, but if you don't mind hacking the script a little bit, you can remove the exclamation mark for the blacklist check to reverse the functionality, then make a trigger that "blacklists" all the buildings in a trigger. https://github.com/Tinter/Tinter-Furniture/blob/master/furniture/functions/fn_init.sqf#L41 Or just hardcode a check for whether the building in a trigger. Share this post Link to post Share on other sites
kremator 1065 Posted May 31, 2022 Is there a way for the mod to check if a building has been destroyed(/hidden?) then remove the furniture ? Playing FoW mission and it is wierd seeing the furniture floating in space 🙂 Share this post Link to post Share on other sites
diwako 400 Posted June 1, 2022 9 hours ago, kremator said: Is there a way for the mod to check if a building has been destroyed(/hidden?) then remove the furniture ? Playing FoW mission and it is wierd seeing the furniture floating in space 🙂 Not right now IIRC, the "BuildingChanged" mission event handler could be used for this. Should also be fairly easy to implement. 2 Share this post Link to post Share on other sites
tinter 186 Posted June 3, 2022 On 5/31/2022 at 8:36 PM, kremator said: Is there a way for the mod to check if a building has been destroyed(/hidden?) then remove the furniture ? Playing FoW mission and it is wierd seeing the furniture floating in space 🙂 The intention is already that furniture isn't supposed to be in hidden and destroyed buildings, but that has been a problem before. Share this post Link to post Share on other sites
STyx2909 7 Posted November 30, 2022 Could we have some kind of forbidding furnitures spawning in some specifically selected buildings - when they have already been manually enhanced, for example? It is a per building request. Not based on a class. Would be awesome. Can't play without this MOD/script. 😁 Share this post Link to post Share on other sites
tinter 186 Posted December 2, 2022 On 11/30/2022 at 1:29 PM, STyx2909 said: Could we have some kind of forbidding furnitures spawning in some specifically selected buildings - when they have already been manually enhanced, for example? It is a per building request. Not based on a class. Would be awesome. Can't play without this MOD/script. 😁 If you're speaking as a mission maker, then this is already possible! It is a little clunky, but setting the variable "tint_house_blacklisted" on a house will exclude it from having furniture spawned in. Hope that helps c: 1 Share this post Link to post Share on other sites
STyx2909 7 Posted January 8, 2023 Thank you very much. Some food for the mind: - possibility to have more than one furnitures design per house and the script would pick one randomly. Could also be achieved by using many furnitures design lists and pick one randomly. Latest one might be easier to do. Te goal is to have more variety and eventually avoid to have 2 close buildings (open garages) to display the same furnitures. Another possibility could be to attribute each furniture a chance to be spawned and used. - integrating an item spawning system (% as a user variable) based upon the furnitures design theme (medical if medical furnitures are used, tools for industrial furnitures...). Each time I come into one of these room I tend to wish I could find something useful. Certainly too much SCUM game. :))))) Q: Is there an easy way to debug the script if it doesn't spawn funitures? I had integrated it in a mission and was working fine until nothing was spawned. Using the MOD and there are no issues. Just trying to keep my MOD list short, players can be picky about this. 😉 Thank you again for this. Share this post Link to post Share on other sites
tinter 186 Posted January 13, 2023 On 1/8/2023 at 4:57 PM, STyx2909 said: Thank you very much. Some food for the mind: - possibility to have more than one furnitures design per house and the script would pick one randomly. Could also be achieved by using many furnitures design lists and pick one randomly. Latest one might be easier to do. Te goal is to have more variety and eventually avoid to have 2 close buildings (open garages) to display the same furnitures. Another possibility could be to attribute each furniture a chance to be spawned and used. - integrating an item spawning system (% as a user variable) based upon the furnitures design theme (medical if medical furnitures are used, tools for industrial furnitures...). Each time I come into one of these room I tend to wish I could find something useful. Certainly too much SCUM game. :))))) Q: Is there an easy way to debug the script if it doesn't spawn funitures? I had integrated it in a mission and was working fine until nothing was spawned. Using the MOD and there are no issues. Just trying to keep my MOD list short, players can be picky about this. 😉 Thank you again for this. The first feature already exists, actually. The second was something I had sort of working to a degree when I first started this, but I cut it in favour of keeping the code clean and having it serve it's core purpose well. As for an easy way to debug? There's not really a go to way, it seems weird if it stops working mid-mission, I've never heard of that. Share this post Link to post Share on other sites
WarhammerActual 23 Posted January 14, 2023 @tinter I had some question about this script. I was wondering if players operating AIRCRAFT will activate the spawning of the furniture also , as they travel across the map ? Example , I fly in troops to an area where they will be conducting ground operations, but aircraft will remain in orbit in the area to provide support.. Will the aircraft loitering in a wide area constantly be triggering the spawning of furniture? I am assuming they will. So, I had a few questions. 1. Will this increase the strain on the server 2. Would it cause dsnyc issues has anyone even tested this? I know Drongo's did something similar with spawning of AI but he added a feature making it to where air units would not trigger ground spawning units. Thank you in advance for any response and for your work .. Share this post Link to post Share on other sites
STyx2909 7 Posted January 15, 2023 On 1/13/2023 at 10:13 PM, tinter said: The first feature already exists, actually. The second was something I had sort of working to a degree when I first started this, but I cut it in favour of keeping the code clean and having it serve it's core purpose well. As for an easy way to debug? There's not really a go to way, it seems weird if it stops working mid-mission, I've never heard of that. It was not stopping working mid mission. It was not spawning items on mission launch after some time. Share this post Link to post Share on other sites
STyx2909 7 Posted January 15, 2023 On 1/14/2023 at 8:38 AM, WarhammerActual said: @tinter I had some question about this script. I was wondering if players operating AIRCRAFT will activate the spawning of the furniture also , as they travel across the map ? Example , I fly in troops to an area where they will be conducting ground operations, but aircraft will remain in orbit in the area to provide support.. Will the aircraft loitering in a wide area constantly be triggering the spawning of furniture? I am assuming they will. So, I had a few questions. 1. Will this increase the strain on the server 2. Would it cause dsnyc issues has anyone even tested this? I know Drongo's did something similar with spawning of AI but he added a feature making it to where air units would not trigger ground spawning units. Thank you in advance for any response and for your work .. You may be willing to reduce the area of effect and number of buildings impacted eventually. Not sure the strain on server will be that much. Good question though. Share this post Link to post Share on other sites
tinter 186 Posted January 15, 2023 On 1/14/2023 at 7:38 AM, WarhammerActual said: @tinter I had some question about this script. I was wondering if players operating AIRCRAFT will activate the spawning of the furniture also , as they travel across the map ? Example , I fly in troops to an area where they will be conducting ground operations, but aircraft will remain in orbit in the area to provide support.. Will the aircraft loitering in a wide area constantly be triggering the spawning of furniture? I am assuming they will. So, I had a few questions. 1. Will this increase the strain on the server 2. Would it cause dsnyc issues has anyone even tested this? I know Drongo's did something similar with spawning of AI but he added a feature making it to where air units would not trigger ground spawning units. Thank you in advance for any response and for your work .. Players in vehicles will still trigger the spawning, according to their chosen radius and house limit. The objects spawned are also spawned on the server, this is necessary to make sure AI is aware of them. They will despawn once no more players are around. This will naturally cause increased strain on the server, because it's doing something rather than nothing, but how much I can't tell you. It's not possible for me to say whether this could possibly cause a desync, it should be light enough to not do that, but I've never tested it. 8 minutes ago, STyx2909 said: It was not stopping working mid mission. It was not spawning items on mission launch after some time. So do you mean you had a mission where it was working, but then sometimes when you launch the mission it does not work and does not spawn anything? Share this post Link to post Share on other sites
WarhammerActual 23 Posted January 15, 2023 @tinter Thank YOu so much for the quick response.. I will just have to do some testing in real time.. If I get a good sample I certainly will post my findings.. Thanks again Tinter Share this post Link to post Share on other sites
WarhammerActual 23 Posted January 16, 2023 Thanks again, which settings should I adjust to begin tweaking spawn radius values? is it in XEH_preinit.sqm? Share this post Link to post Share on other sites
STyx2909 7 Posted January 16, 2023 7 hours ago, WarhammerActual said: Thanks again, which settings should I adjust to begin tweaking spawn radius values? is it in XEH_preinit.sqm? You can tweak settings in Addons menu. I would recommend halving the radius and objects number. Must be 100 m and 42 buildings if my memory is good. Reducing to 50 m and 21 buildings would provide the same result with a reduced load on the server. 1 1 Share this post Link to post Share on other sites
STyx2909 7 Posted January 16, 2023 23 hours ago, tinter said: Players in vehicles will still trigger the spawning, according to their chosen radius and house limit. The objects spawned are also spawned on the server, this is necessary to make sure AI is aware of them. They will despawn once no more players are around. This will naturally cause increased strain on the server, because it's doing something rather than nothing, but how much I can't tell you. It's not possible for me to say whether this could possibly cause a desync, it should be light enough to not do that, but I've never tested it. So do you mean you had a mission where it was working, but then sometimes when you launch the mission it does not work and does not spawn anything? I am probably the main problem here. Sorry. 1 Share this post Link to post Share on other sites