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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!
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.
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