Jump to content

tinter

Member
  • Content Count

    539
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tinter

  1. 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
  2. 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
  3. Glad to hear it's working well! As far as adding that as a feature, I'm not sure if I want it to be part of the script, but for now you can do this with a trigger where the condition is set to true and the on activation is { if ([thisTrigger, _x] call bis_fnc_inTrigger) then { _x setVariable ["tint_house_blacklisted", true] }; } foreach ((getPos thisTrigger) nearObjects ["house_f", (triggerArea thisTrigger#0 max triggerArea thisTrigger#1)]) then it should automatically blacklist buildings inside of the trigger when the mission starts. I hope that helps.
  4. Go for it. The more people that can enjoy the mod the better! Have you used the script some? I'm sort of fishing for feedback here as I haven't gotten a lot. No news is good news I suppose, but I still can't help but want to hear people's thoughts.
  5. Both the script and mod have been updated now, to fix an issue with furniture double spawning when buildings get partially destroyed.
  6. 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/
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Sounds to me like you don't want to take objects you've placed in eden, but objects that are part of the map? If you have a grabber or placer function that takes a list of objects, you can pass it the output of nearestObjects to get a list of map objects. You can run this from the debug console in the eden editor If not then, you will probably have to code some function to save and load it manually.
  12. So through finishing my semester thus finally getting a break from Uni and a prod from @haleks (Sorry to say that I couldn't use your solution), I've been working on this again over the past three weeks. I'm pleased to now release Version 2 of Tinter furniture, I'm really proud of the changes that I have introduced and I do think that it's much nicer than it was before. Here is a commentated list of changes. And of course, what would this be without some pictures? As always, the newest release can be found at https://github.com/Tinter/Tinter-Furniture/releases
  13. tinter

    Ravage

    Although it looks like copying code from the forums copies some illegal characters that Arma complains about. That took me a few minutes of being confused.
  14. tinter

    Ravage

    Thank you @haleks for solving the problem and thank you @haleks and @LSValmont for notifying me. I've implemented the change myself and I can see that it helps.
  15. I'm excited to hear about someone actually using it, and sorry for the late reply. I'm sorry to say that I only have the compositions that are included. A big hurdle is actually making them because I'm not very creative. By all means, use the script as you see fit. The thing I care most about is that the code stays free for people to use. If you've made any progress in the last few months since your reply, do let me know! And if you have any compositions you'd like to share, you can either make a pull request or share them with me and I could include them when I have time.
  16. I've opened a ticket for the cache, it's a good idea, I'll have to see if I can implement it without too much overhead. For now though, I've added the compositions by EO (Thanks again!) along with some from @diwako and @G4rrus from a mission of theirs. It requires CUP, but I think they're very nice.
  17. Thank you! I've taken a look at them, and while it requires ravage mod, I did manage to open it without. I like the look of the interiors and I'm now in the process of converting them. I've also made some clean versions without blood and garbage. You should be happy that you're not converting them, since it turns out that medical garbage is also of type House_F. A bit annoying, but not a huge issue.
  18. I have added a couple of videos to showcase the script and to show how to add compositions. I hope people will find it simple enough.
  19. Nothing helps you find bugs like releasing things. I have to say this is the first time I've been screwed over by the Arma 3 scheduler itself. Oh well, I guess it's my fault since this might be the first time I've actually tested the script in Kavala. It does stutter a bit when updating, but now it actually works. I hope I can make some more optimizations, but it will not be my priority right now.
  20. Also I do not know how they handle buildings being destroyed, but here I have decided that furniture gets destroyed along with it.
  21. I hope you can get some use out of it! I haven't actually seen Phronk's and Haleks' scripts. Very interesting! To compare this script with theirs, it looks like the main difference of this is that you can (and at this point in time, will have to) define compositions of your own. So if your mission requires messy or if you require clean furniture you can choose. Downside is of course how I haven't made many compositions so you'll have to do it yourself. This is why I'm very interesting in crowdsourcing. This script is built around the idea of adding your own compositions, so that is why I also have scripts to export these. Looking at the the ravage script, it seems they work in very similar ways too. This script will select random compositions(If they exist) and thus has to synchronize that, but I don't know if their scripts have to deal with that at all, maybe they just use one per house? It seems their scripts do not spawn the objects on dedicated servers. I would think this would cause AI to ignore it, whereas they would normally act like they can't see through it. I only looked at Phronk's thread, but it seems it works on towns, through triggers. This script is meant to be more seamless, looking for every building you come across. I think those are the points worth noting, but this is not an exhaustive list. On another note, I'm going to make a small video to try and illustrate how to build and use compositions.
  22. Congratulations on the initial release to Julian and Lars. I can see what a great opportunity it is to get to make this as a DLC instead of a mod. I'm really excited to see what you further do with this DLC. I have respect for modders and the developers of Arma and the work they do. I love this series myself and I'm sure love for this series is part of what has driven much of this new DLC. That said my thoughts on the new DLC are really mixed and a little disappointed. I'm willing to give you the benefit of the doubt, but my main gripe is that I have to have so much doubt. When this DLC was announced, I was really excited. Just the thought of getting to play with this new content like action figures or dolls to dress up in arsenal, filled me with a glee. Which isn't even considering the scenarions made, I would make and others would make with the content, or the mods that it will inspire. There wasn't much information to go off on, other than the store page, which gave an outline of the expected content, and the creator DLC page https://arma3.com/dlc/creator. What particularly struck out to me is the question of: "What is Bohemia's involvement? Bohemia provides continuous feedback to the developers, assists with the Quality Assurance (testing) process, and offers legal, mastering, publishing, and promotional support." This to me, meant that we could expect the same level of quality as other DLC content has. Much can be said about the vanilla and earlier DLC content of arma. The future setting isn't everyone's cup of tea, but I really think that there's not any mods that feel as well polished as vanilla and DLC content. And for this reason, I sometimes prefer to play without mods. Now this DLC has launched, and I like a lot about it, but my main problem is that I can only conclude it's a work-in-progress, and I didn't expect it to be a work-in-progress. It was quite a bit shocking to see the state of some of the content, like the SPW-40 that is near uselss with only the picture-in-picture view animated at 5 fps, or the SPW-60 that is completely useless because you can't see the picture-in-picture view. It was a little gradual process that ranged from disappointment in the quality, eventually leading to me concluding that this isn't a finished version. Which is fine, if I had known all along that this was an unfinished version, but I can only draw my own conclusions that it is. Now everything is always in progress now a days, with being able to patch games through the internet. But my assumption going into it was that it was a 1.0 release where the content was mostly finished. Without being able to properly define what exactly that entails, I'll just summarize that my expectations were wildly different compared to what was delivered. It feels like there's been a big miscommunication. So now afther the "shock" so-to-speak, what are my thoughts then? Well I have no doubt that there will be further work to improve it and that it will turn out better with time. Hell it was the same for Arma 3 itself, looking back I can't believe I ever tried to use the 2D editor. But still I have some doubt. Doubting my own expectations of quality, not knowing what is actually the view of something being finished. There are lots of little things that irk me now, which could just be fixed, but what of it will actually be changed? For something like the SPW-60, I'm sure there will be changes, but what about the new uniforms and vests that clip with a lot of Bohemia content (Clipping is always an issue, but how much is gonna be tolerable? Putting stuff together in different ways is part of the appeal of new gear for me.) What about the reload animations that are for the most part fine, but still is a little janky? They feel 90% done, but is 90% enough? There are many small touches that make it feel different from Bohemia's content, but I don't have a sense of what is going to be changed or what is going to be kept? I could list out many issues (some are maybe just personal to me), but I doubt that'd be constructive, I'm sure most you'd already know about. What I wish is just a sense of where this DLC is going to go. As a DLC, rather than a paid mod, I'd expect it to be on par with other DLCs, fair enough if it takes time, but just get there in the end. It's just that I have seen no promise that this is the level of polish that you strive for. And with images like this https://arma3.com/assets/img/post/images/spredsheet.jpg I doubt more. Model interior not required? While I've been skeptic of vehicle interiors (Amount of work vs. what is gained), this is not leaving it on the same level as other DLCs. I hope it turns out good, but I'm just worried that it's going to leave out the features or polish that Bohemia's content has. Which would mean that this goes from the anticipated third-party collaboration, to a mere paid mod. Sorry if it comes out dramatic, but it's just me feeling a little lost as to what I should expect. I hope this will not come off too harshly, I just don't think low expectations are doing anyone a favour. We all want Arma to be the best it can be. So keep going and make it even better, please.
  23. That's not moving the goal posts, since the official DLC is also better than what you get for free. That's a matter of opinion, but it's my opinion the quality from Bohemia has consistently been higher. That is entirely ignoring the amount of content, on purpose mind you. I will say that after joining the discord and viewing the discussion with the developers, that I'm feeling more sure that this will eventually end up with a level of polish that I will be satisfied with. Seeing them talk about the work they're doing and collecting bug reports, responding personally to discussion, gives me a lot of faith in their ability to deliver work. But it's just sort of hidden away, and I really am of the opinion that the release should've been marked as beta or been released on the dev branch first, to sate people's expectations. I can entirely see how saying too much can also be a bad thing, but I don't really think that's a good argument to make. It's not a situation of 'say everything or nothing,' there's a middle ground and I think they missed it by not saying what state the initial release of the DLC will be in, and more importantly in my opinion, what they're doing moving forward and what the goal is.
  24. I think this hype train crashing that you mention, could've just been avoided if Bohemia had been more specific about what they do and don't do. Who sets the standards? Whether that line of thinking is a mistake, I can't say, but I can say I've seen people who share that line of thinking and others who disagree completely. Which is all the more reason that there should've been better communication about this. I think when they decide to charge money for this, then that sets the expectation that it'll be better than what you can get for free.
  25. My point isn't really about the errors in themselves, I only cared at first because I didn't expect it to be a work-in-progress, but that's fair even though I really think they should've made that clear. I'm sure everything will be made better with time, a lot of stuff fixed, but now I'm just worried if it's gonna be up to DLC standards. And considering this is being sold as a DLC, that's what I, and I know many others, expected the level of quality to match. We just have no statement as to what their plan is, or what to expect.
×