Arma 3
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Tinter-Furniture - Dynamic Furniture as a Mod
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Data Type: Mod
File Size
Posted
Updated
1.905 MB
4 Oct, 2020 @ 9:22am
22 Aug @ 12:24pm
6 Change Notes ( view )

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Tinter-Furniture - Dynamic Furniture as a Mod

Description
Are you a mission maker? Use the script version for furniture with one less mod dependency: https://forums.bohemia.net/forums/topic/226197-tinter-furniture-mp-compatible-and-dynamically-spawned-furniture/

This mod will spawn dynamically put furniture into houses around the player and remove it when they're out of range. It is fully compatible with multiplayer, and players using the same settings will see the same furniture.
The mod cannot check by itself whether a mission maker has placed furniture into a house already and thus may conflict with some missions.
The script is local, so everyone needs to see it running, and the server as well to make furniture block AI line of sight.

Currently supports, Altis, Stratis, Malden 2035, Tanoa, Livonia, Weferlingen, Cam Lao Nam, Sefrou-Ramal and any maps that use the same buildings.
Can you place furniture in houses? Let me know as I am always looking for new compositions to include! Open a pull request on github, or contact me on Steam or Discord Tinter#7801.

Download: https://github.com/Tinter/Tinter-Furniture-Mod/releases/
Github: https://github.com/Tinter/Tinter-Furniture-Mod
Biforums: https://forums.bohemia.net/forums/topic/231111-tinter-furniture-dynamic-furniture-as-a-mod/
147 Comments
marchie 11 hours ago 
The blacklist not working for placed object "Military Offices"
Cynicus 19 Aug @ 3:06am 
@Tinter, Nevermind, I figured out the problem. It was user error. My cursor was not pointed at the correct place when exporting the composition.
Cynicus 17 Aug @ 2:27am 
@Tinter, this is the best furniture spawn mod out there, great work!

I've made some VR compositions for Sefrou-Ramal, but I'm having trouble with the coordinates when exporting them. I've had to manually adjust them for the furniture to spawn correctly. This is the faff I'm having to deal with:

The X and Y axes are flipped (180-degree rotation).

I've had to add an offset: +5 meters to X, -0.5 meters to Y, and +0.4 meters to Z.

Original positions [x,y,z] become [−x+5,−y−0.5,z+0.4].

Original direction vectors [dx,dy,dz] become [−dx,−dy,dz].

Is there something I'm doing wrong? Any help would be appreciated, as this will speed up my process. I'll submit a pull request on GitHub to add these compositions once they're finished.
valdhans 2 Apr @ 11:53am 
Please update. Many empty buildings in Livonia.
marchie 12 Feb @ 3:28am 
the bikey is not inside the key folder.. please update. :)
Axebeard 3 Dec, 2024 @ 4:18pm 
This is really cool but why is the lighting so weird? (I know it's an Arma issue), it's like none of the props get properly lit.
Kepe Kon Kimmerman 25 Nov, 2024 @ 5:46pm 
@STyx2909 can you link a video you do doing that script, i know im doing something wrong even though im doing everything right. i dont know a lot scripting stuff so a visual aid would be nice.
valdhans 22 Nov, 2024 @ 5:16am 
About a third of the buildings in Livonia are empty, without furnitures.
Play3r 28 Sep, 2024 @ 10:40am 
Thanks for the help..
STyx2909 28 Sep, 2024 @ 10:02am 
Argh. I copied this by editing the mission file and it was not straight out of the box , my bad.

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.