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tinter

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Everything posted by tinter

  1. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  2. 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?
  3. 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.
  4. 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:
  5. The intention is already that furniture isn't supposed to be in hidden and destroyed buildings, but that has been a problem before.
  6. 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.
  7. I took a look, it looks great! It has been merged!
  8. 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.
  9. 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.
  10. 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.
  11. Based upon my script, I have decided to make a mod for people who aren't mission makers but still want to spice their missions up. For anyone who doesn't know my script, this mod will spawn premade compositions dynamically as simple objects into houses around the player, removing them when they're out of range. I have earlier released this as a script: I will preface this by saying that I really think this works better as a script. The mod will spawn furniture into every house without checking whether the mission maker has placed anything there. It is not feasible to whether a house is intended to be used some other way by the mission maker, thus why this should be implemented on a per mission basis, ideally. The script is local, so everyone needs to see it running, and the server as well to make furniture block AI line of sight. Download: https://github.com/Tinter/Tinter-Furniture-Mod/releases/ Github: https://github.com/Tinter/Tinter-Furniture-Mod Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2248165312
  12. The furniture that spawns at any moment is determined by the seed, as long as it's the same seed, you will see the same stuff in the same place.
  13. 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!
  14. 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.
  15. 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.
  16. Ah yes, that is some Laws of War composition. Removing it from the mod is probably a good idea.
  17. Yes I saw, but again it depends on what you mean with doubling up. Including every file should not cause issues. If there are compositions for the same building, then each building will randomly choose one. The only problem you might run into is that a specific house type is clean some places and covered in blood other places. I gathered from your original question that you were worried about a furniture pile up? I interpret that to mean furniture spawning on top of each other, like a chair clipping inside a table? That will not happen even if you run everything. If this is not what you're worried about, please let me know.
  18. Depends on what you mean by doubling up. It should never try to put furniture on top of a building that already has furniture. So in that case it would be safe to run absolutely everything. On the other hand some furniture is themed, so if you don't want houses covered in sandbags or with blood piled up, you should leave those out. Hope this clarifies things, if not just ask! I am very happy to hear that you enjoy it, I appreciate all feedback!
  19. Finally got around to releasing a new update, I'll leave you with the changelog this time.
  20. It is update time again. I'll just quickly post the changelog here.
  21. If you have objects, like furniture in a building that you want to move to another building, you might run into problems with objects ending up being offset and being oriented weird. I've spent quite a while on this problem and with the help of a scripter named Nigel, we found the solution. For visibility I'm making a post here so anyone searching for it might stumble onto the solution. tint_fnc_getRelPosAndOrientation = { param["_objA", "_objB"]; _pos = getPosWorld _objA; if (!(surfaceIsWater _pos)) then { _pos = ASLToATL _pos; }; _relativePos = _objB worldToModel _pos; _relativeOrientation = ([_objA, _objB] call BIS_fnc_vectorDirAndUpRelative); [_relativePos, _relativeOrientation] }; tint_fnc_setRelPosAndOrientation = { param["_objA", "_objB", "_relPosAndOrientation"]; _relPos = _relPosAndOrientation#0; _relOrientation = _relPosAndOrientation#1; _relDir = _relOrientation#0; _relUp = _relOrientation#1; _objA setVectorDirAndUp [_objB vectorModelToWorld _relDir, _objB vectorModelToWorld _relUp]; _objA setPosWorld (_objB modelToWorldWorld _relPos); }; I've made an issue about whether these functions would be a good fit for CBA, but it has stagnated https://github.com/CBATeam/CBA_A3/issues/1353 As a sidenote, if working specifically with houses, it might help to take the bounding center into account, since some houses that should be the same seem to have a slightly offset origin, you can see an example here https://github.com/Tinter/Tinter-Furniture/blob/master/furniture/functions/fn_dressUp.sqf#L62
  22. Thank you! I'm sorry I'm a little late on answering this, but better late than never. Short answer, the seed controls exactly what furniture appears in each building. Long answer, each building has a predefined list of furniture for that type of building. I place down furniture in eden so it looks nice, then save it so that I can put it on any building of that same type. Some building types have more than one, so to make more than just one set of furniture appear, I choose which list actually shows up randomly, but only sorta randomly since we would want people to see the same furniture in multiplayer. So if they enter a building with the same seed, they'll see the same furniture in the same place. If they have a seed that is not the same, one might see a chair where the other sees a table. The reason I let people set it manually is that due to the randomness involved, sometimes you might see buildings all have the same internal layout next to each other, so you can change it if it ends up a little weird. It mostly applies to mission makers using the script though. If you play in multiplayer I recommend everyone use the same seed, you can force it on the server even. As for the error you get, I don't have a lot of context, but I do not believe that the mod would change anything about locality for vehicles or really do anything that would cause that error to show up. If you can reproduce it consistently, then I can take a look at it.
  23. Thanks to lelop we have now a nice new set of compositions for Livonia buildings! It is available now.
  24. Big thanks to lelop! The Livonia update is now live adding a whole new slew of compositions for Livonia buildings!
  25. @HBAOplus Hey and thanks for showing your interest. I'm sorry to say that it doesn't at the moment. It's not impossible to do, it just takes a lot of time for me to make compositions, so I haven't made any for CUP. As always, I have to mention that any help is appreciated and if anyone wants to contribute with compositions for CUP or even just vanilla buildings, then I'd be happy to help make it work. I've considered whether I should write some guidelines for how contributions should be handled, but I haven't yet worked with anyone, so I'm not sure how it would look.
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