Arma 3
Tinter-Furniture - Dynamic Furniture as a Mod
151 Comments
CzechsMix357 Sep 27 @ 2:07am 
Hey Tinter! Loving the mod so far. Excellent work! I did notice, however, that in the "Juno_deserted" composition, under "Land_Warehouse_03_F", the warehouse building itself is part of the composition, which leads to the doors not being able to be used (as there will be another door you cannot open behind it), as well as texture flickering. Should be an easy fix to just delete the extra building.

Also, I was wondering if you might be able to add in some already existing civilian templates from "Zeus and Eden Interiors" to some Tanoan buildings that only have Ravage or Fortified compositions, such as "Land_House_Big_03_F", "Land_Hotel_01_F", and "Land_House_Big_04_F". I'm sure there are some others that I missed, but those ones are common enough that they really should have civilian versions available.

Thank you again for all that you have done. This mod really breathes new life into the game, and has become one of my favorites!
mkalireza Sep 10 @ 7:12am 
Great. Please add support other official maps of the Creator DLCs. Like spearhead 1944. Thanks. :steamthumbsup: :steamhappy:
Nommad Sep 9 @ 7:49am 
best mod, great work
miss12135 Sep 3 @ 8:25pm 
wonderful job
marchie Aug 29 @ 7:30pm 
The blacklist not working for placed object "Military Offices"
Cynicus Aug 19 @ 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 Aug 17 @ 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 Apr 2 @ 11:53am 
Please update. Many empty buildings in Livonia.
marchie Feb 12 @ 3:28am 
the bikey is not inside the key folder.. please update. :)
Axebeard Dec 3, 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 Nov 25, 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 Nov 22, 2024 @ 5:16am 
About a third of the buildings in Livonia are empty, without furnitures.
Play3r Sep 28, 2024 @ 10:40am 
Thanks for the help..
STyx2909 Sep 28, 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 Sep 28, 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.
ElPedroChico Sep 27, 2024 @ 5:50am 
A lite version that only keeps larger furniture for more FPS would be nice
STyx2909 Sep 23, 2024 @ 10:11am 
add a module Edit Terrain Object and add this into the init field.
_this setVariable [""tint_house_blacklisted"",true];
Fattoney1992 Sep 23, 2024 @ 3:49am 
Hi is it possible for you to say again how to stop certain places from spawning furniture?
the link u posted a while ago leads no were
天使 Sep 14, 2024 @ 12:13pm 
Will anyone have a "Semilla" that makes the barracks furniture beds and letters like in a real barracks?
marchie Sep 13, 2024 @ 11:15pm 
Hi, the bisign keys is not inside the keys folder. im having problem with connecting to the server because of key. anyone else have same problem?
P.Milkman May 12, 2024 @ 8:02am 
Hi @Tinter, I just posted a reply to your post on the official Bohemia forum (Necropaulo). I'd like to take this opportunity to thank you again for all your hard work on this script! It's functional and easy to set up and customize. Great job!
Predator14 Feb 11, 2024 @ 2:41pm 
The mod is just excellent the only problem is that we can't prevent a building where we built ourselves for the mission of not coming into conflict with the mod, it's a shame because everything else is just perfect! ;)
-VT- Jan 30, 2024 @ 4:21pm 
@Tinter Its the House (Large, White) Land_i_House_Big_01_V1_F. The issue i found was that apart from the box's on the stairs, there was also an invisible wall placed behind them. I have edited the config and removed those items and it works fine.
Wetzer Jan 15, 2024 @ 7:58am 
@Tinter: It is the building and the setup(kind of workbench setup) in your mod picture! You can see the box on the stairs. :D
Lightmanticore Jan 9, 2024 @ 4:29am 
Absolute legend, thank you so much!
Play3r Jan 5, 2024 @ 11:17am 
@tinter about the box on the stairs it is the photo you have to this mod. you can see it right under the word : Dynamic ..
Tinter  [author] Dec 23, 2023 @ 12:51pm 
@Wetzer I'll try to keep this in mind when I update the mod, but I don't know when that is. It's an oversight to have compositions that block you in the mod. Do you know which building it is? A classname would be helpful. I am glad you like it, and I hope I can keep it that way when I find some time
Tinter  [author] Dec 23, 2023 @ 12:48pm 
@Lightmanticore, yup this has been asked before. You can exclude any building with object variables, and you can make a trigger to set object variables like described here https://forums.bohemia.net/forums/topic/231111-tinter-furniture-dynamic-furniture-as-a-mod/?do=findComment&comment=3419906
I hope that works for you
Lightmanticore Dec 23, 2023 @ 11:39am 
Hi, question. Is there any way to create a zone where no furniture is spawned to stop conflicts with what i've put down as a mission maker? Thank you!
Wetzer Dec 16, 2023 @ 2:17am 
Hi, I love to use this mod. Best suited for game modes with civilian parts like antistasi etc. The only thing I am struggeling is this one box on the stairs. So I would ask kindly if you can move that box so that the player can move around to go to the upper level? Now it is a mess to "step over" this damn thing. :P
Tinter  [author] Dec 14, 2023 @ 8:41am 
@Prince Lynn No idea sorry. You'd have to test it out yourself.
Sometimes AI will pathfind through objects, sometimes they will not and I don't know how lambs does its pathfinding.
"Tide" Dec 14, 2023 @ 7:46am 
The content of this MOD is excellent and should be adopted as game vanilla content. May I ask if the furniture generated in this MOD will block AI pathfinding when I use the Lambs series mods to allow AI to enter and reside in buildings?:steamfacepalm:
Styxx42 Dec 8, 2023 @ 7:31am 
This makes these beautiful maps SO MUCH better. They look lived in.
This should be a default for Arma.
Thanks for the work, the share and you are a great .
Tuxu -=JeepC=- Dec 3, 2023 @ 6:19am 
That hit the spot, thanks!
It works beautifully.
Tinter  [author] Dec 2, 2023 @ 8:41pm 
@Styx2909 Sadly I do not have much time these days, if I do find the time I can add the buildings to the compatible list, but making compositions is much too time consuming for me and I sadly do not know when I could find the time.

@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.
Tuxu -=JeepC=- Dec 2, 2023 @ 10:49am 
Looks great and feels seamless (tested as a local-host)!
Is this also syncing client-side on a local-host?
STyx2909 Sep 14, 2023 @ 2:32am 
Any plan to update this MOD for SpearHead 1944, buildings are deserted there. ;-)
STyx2909 Aug 24, 2023 @ 4:42am 
The MOD with any maps using buildings from CDLC and CUP.
R3tro- Aug 24, 2023 @ 2:31am 
i meant modded map buildings
STyx2909 Jun 25, 2023 @ 10:56pm 
It is not about maps. It is about buildings.
R3tro- Jun 24, 2023 @ 5:34pm 
will this be updated to support more maps?
Chuck Jiggles May 20, 2023 @ 8:27am 
Just found out about this mod when searching for furniture spawner alternatives and holy crap this one is good. There's a lot of variety, CBA settings and it seems to work on all the custom terrains I'm using (could be thanks to Interiors for CUP) and I haven't seen any bugs. Underrated mod! :steamthumbsup:
Tinter  [author] Apr 29, 2023 @ 9:40pm 
@Jacknorrisuk Thank you for the kind words, the best way is to open a pull request on Github, but failing that, you can contact me on Steam or Discord.
jnuk Apr 29, 2023 @ 1:40pm 
This is still so much better than Global Mobilization's new dynamic furniture module, which I had high hopes for but lacks any creativity...so this mod must live on! I have made some building compositions myself, just vanilla for now, but might find the time to do some GM ones if I know it can get this mod updated. What's the best way of sending you my compositions?
STyx2909 Jan 14, 2023 @ 5:10am 
@arnjhon, yes it does.
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. ;-)
arnjhon Jan 14, 2023 @ 2:54am 
is there any way to prevent it from spawning furniture in certain buildings?
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
Tinter  [author] Jan 13, 2023 @ 10:42pm 
@Samuel The mod doesn't depend on maps at all, it should work as long as the buildings are supported.
toka Jan 13, 2023 @ 7:39pm 
Plan on updating to work with modded maps?
STyx2909 Nov 4, 2022 @ 11:21am 
BIkey is not working for me.