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tinter

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Posts posted by tinter


  1. 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?


  2. 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.


  3. 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:

    • Thanks 1

  4. 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.


  5. 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!

    • Like 1
    • Thanks 1

  6. 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:unknown.png

    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.

    • Like 3

  7. 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.


  8. On 1/25/2022 at 5:17 PM, Capt Childs said:

    In MP, if a player moves into range and forces furniture spawning, but then moves out of range, if he (or someone else) moves back into range will the same furniture respawn, or could it be different?

     

    Looks really interesting BTW!

    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.

    • Thanks 1

  9. 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!


  10. 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.

    • Like 1

  11. 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.


  12. 3 hours ago, aussie battler said:

    @tinter thanks for the reply. I had the rest of my question hidden in a spoiler, sorry for the confusion:
     

    // can run both of these:
    #include "compositions\beesting_CUP.sqf"
     #include "compositions\city.sqf"


    // can only run one  of these:
     //#include "compositions\jono_deserted.sqf"
    #include "compositions\jono_fortified.sqf"


    // can run all of these:

    #include "compositions\jono_houses.sqf"
    #include "compositions\jono_military.sqf"
    #include "compositions\lived_in.sqf"

    // can only run one  of these:
    // #include "compositions\livonia.sqf"
    #include "compositions\livonia_nonmodern.sqf"

    // can only run one  of these:
    //#include "compositions\orange_prewar.sqf"
     #include "compositions\orange_war.sqf"
    // #include "compositions\orange_postwar.sqf"

    // can only run one  of these:
     //#include "compositions\ravage_clean.sqf"
    #include "compositions\ravage_dirty.sqf"


    // can only run one  of these:
    #include "compositions\vn_huts.sqf"
    // #include "compositions\vn_huts_vc.sqf"


    // can run all of these:
    #include "compositions\weferlingen_cup.sqf"
    #include "compositions\weferlingen_lived_in.sqf"
    #include "compositions\WF_houses_cup.sqf"

    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.

    • Like 1

  13. 7 hours ago, aussie battler said:

    @tinter I run servers that run multiple maps on rotation. Was wanting to run as many of the compositions as possible without having a furniture pile up 🙂 

    Would it be correct in saying that you can run the following compositions without any buildings doubling up? 


     

      Reveal hidden contents

    // can run both of these:
    #include "compositions\beesting_CUP.sqf"
     #include "compositions\city.sqf"


    // can only run one  of these:
     //#include "compositions\jono_deserted.sqf"
    #include "compositions\jono_fortified.sqf"


    // can run all of these:

    #include "compositions\jono_houses.sqf"
    #include "compositions\jono_military.sqf"
    #include "compositions\lived_in.sqf"

    // can only run one  of these:
    // #include "compositions\livonia.sqf"
    #include "compositions\livonia_nonmodern.sqf"

    // can only run one  of these:
    //#include "compositions\orange_prewar.sqf"
     #include "compositions\orange_war.sqf"
    // #include "compositions\orange_postwar.sqf"

    // can only run one  of these:
     //#include "compositions\ravage_clean.sqf"
    #include "compositions\ravage_dirty.sqf"


    // can only run one  of these:
    #include "compositions\vn_huts.sqf"
    // #include "compositions\vn_huts_vc.sqf"


    // can run all of these:
    #include "compositions\weferlingen_cup.sqf"
    #include "compositions\weferlingen_lived_in.sqf"
    #include "compositions\WF_houses_cup.sqf"

     

    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!


  14. 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

     

    • Like 5

  15. It is update time again. I'll just quickly post the changelog here.
     

    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

     

    • Like 4

  16. 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

    • Like 4

  17. On 6/16/2021 at 6:22 PM, El' Rabito said:

    First, nice mod. Second: Can you explain what exactly the Seed does ? I don't really get it 😅

    And another problem, it seems to mess with vehicle locality.

    We use this to ensure some actions can only be exectued when the vehicle is local to your client.
    And with your script/mod running you always get an "error" ^^

    
    if !(local _vehicle) then
    {
        throw "Please get in as driver/pilot first.";
    };

     

    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.


  18. @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.

    • Like 3

  19. unknown.png

    I've updated both the script and the mod so that they use CBA settings now, and the mod will turn off if a mission is running the script, avoiding spawning the wrong kind of furniture and what not. Not that I assume anyone was going around calling the functions in the mod, but I have also changed the function names, so they don't overwrite the script.

    The release can be downloaded from  https://github.com/Tinter/Tinter-Furniture-Mod/releases/tag/v2.0.0 or at the workshop.

    Thanks.

    • Like 6

  20. unknown.png

    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

    • Like 1
    • Thanks 2
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