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Here is the correct method:
to avoid spawning furnitures in specific buildings
Place a Edit Terrain Object module in the desired location.
Add: _this setVariable ["tint_house_blacklisted",true]; (single double quotes)
place above script into the Global Object init <-- or it doesn't work
Also works with the script version of the MOD, obviously.
it is saying that i'm missing a [, but if i remove one of the " at the beginnig and one at the end i get no error but it does not work?
Any idea what can be wrong. i did copy that text from your comment, and pasted it in Notepad ++ and did not see any hiden letters.
_this setVariable [""tint_house_blacklisted"",true];
the link u posted a while ago leads no were
take a look here:
https://forums.bohemia.net/forums/topic/231111-tinter-furniture-dynamic-furniture-as-a-mod/
I hope that works for you
Sometimes AI will pathfind through objects, sometimes they will not and I don't know how lambs does its pathfinding.
This should be a default for Arma.
Thanks for the work, the share and you are a great .
It works beautifully.
@Tuxu -=JeepC=- Thank you. I am not entirely sure what you mean? If you're playing on a locally hosted server (Or any server for that matter), all players will see the same furniture in the same buildings, whether the host or the player.
Is this also syncing client-side on a local-host?
If it is a terrain building, use a terrain modifier system and set this into the corresponding ini field of the buiding (server side or player side depending of your scenario):
_this setVariable ["tint_house_blacklisted",true];
if it is a building you are placing, in the init field:
this setVariable ["tint_house_blacklisted",true];
Note the difference "_" in front of "this".
Enjoy!
It works very well. Thank you to @Tinter for this. ;-)
could potentially do as a trigger zone around the building, with a module synced to it
pretty much the only reason we don't use it as we would typically have custom things going on in the main base and such
I like your mod very much. The houses and city are more realistic and interresting. We play this with the "Dynamic Bulwarks" and here we would ask for a feature that improves the mod and gives tinter more options:
In "Dynamic Bulwarks" the OA is very limited and static (radius of 250m max around player at start) but the player has the feature to buy houses. So wie experienced that after buying a house and moving to its position, the furniture is spawned on the way and is there hanging in the air. So i would suggest two solutions to fix that:
(1)
Add optional feature to check positions of houses so these game modes has the furniture on every position of the house in it. Or:
Add optional feature to switch off check of new buildings and deletion of old furniture "out of range" after a choosable time. In that case i would set furniture radius of 300m (start of player is in middle of player zone). So i can switch off "furniture population" after maybe 10sec and can buy new buildings and move these around (without furniture).
["Land_PaperBox_01_small_closed_brown_F",[3.54737,-0.858682,1.1102],[0.00765306,-0.999971,0],[0,0,1]],["Land_PaperBox_01_small_open_brown_F",[3.67432,-0.759072,1.52826],[-0.051901,-0.998652,0],[0,0,1]],["Land_InvisibleBarrier_F",[3.68213,-1.25907,0.934935],[0.999999,0.00113532,5.91003e-005],[-0.00113502,0.999987,-0.00491632]]
at line 71 in orange_prewar.sqf.
One example building is at [3567.63,13196.3] in Altis, you may check it out, thanks!