Arma 3
213 ratings
Tinter-Furniture - Dynamic Furniture as a Mod
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Data Type: Mod
File Size
Posted
Updated
1.826 MB
4 Oct, 2020 @ 9:22am
9 Sep, 2021 @ 2:17pm
5 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.
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 and maps that use the same buildings.
Looking for help with Weferlingen, Cam Lao Nam and maps that use CUP houses.
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/
144 Comments
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.
Play3r 28 Sep, 2024 @ 8:16am 
@Styx2909 i get a error when i use the ETO module with the line you have given.
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.
ElPedroChicoRaulAlfonsoTejada 27 Sep, 2024 @ 5:50am 
A lite version that only keeps larger furniture for more FPS would be nice
STyx2909 23 Sep, 2024 @ 10:11am 
add a module Edit Terrain Object and add this into the init field.
_this setVariable [""tint_house_blacklisted"",true];