Jackael 10 Posted July 28, 2010 This is a 2-part question; I'm trying to have a system where you get money for killing certain units and then you can spend the money on weapons or vehicles. The way I imagine this would be done is with a variable that is increased by a certain amount when a trigger is fired (unit dies) but I don't know how to set up the variable or manipulate it. From there on, I'm trying to have a sort of buying menu (could use a briefing template?) Any ideas there? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted July 28, 2010 A very simple approach would be to use the score of every player as a money alternative. That way you don't even need to use any triggers or unit lists, the game itself takes care of 'earning' it. There are the "score player" and "player addScore x" commands you could work with. Problem would be you can't easily deny the player getting money for specific enemy units and not for others. Also, if you kill friendlies and your score drops below 0, everyone will start firing on you. Share this post Link to post Share on other sites
RazorX 10 Posted July 28, 2010 (edited) I would use: unit addEventHandler ["killed", {[_this select 1,money] execVM "addmoney.sqf"}]; cash = 0; unit - is the name of the unit for which killing you earn money money - is the amount of money to earn for a kill cash - is the amount of money you have on start _this select 1 - it is the killer of the unit in the script "addmoney.sqf" first of all I would check if the first parameter is player, if true, the variable cash is increased by the second parameter - if not true, this means that the unit was killed by someone else, so no money to player. By using addEventHandler you can specify different amounts of money for different (more/less important) units. You must add an event handler for every unit you want money for killing it. addmoney.sqf _killer = _this select 0; _money = _this select 1; if (_killer == player) then {cash = cash + _money}; If you want to use a buying menu, I would prefer to create Dialogs. Read about them here: http://community.bistudio.com/wiki/Dialogs Create a crate in the mission. Then do "clearWeaponCargo crate; clearMagazineCargo crate. By using the dialog menu, you will add weapons and magazines to that crate by addWeaponCargo and addMagazineCargo. It's better than adding weapons to the player himself, because you will not store any previous bought weapons and magazines and must remove all weapons and magazines from player before adding new ones. Edited July 28, 2010 by RazorX Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 28, 2010 If you don't want to use dialogs i'd recommend the conversation system. It's actually quite simple to use and makes it a bit more RPG like. :) Share this post Link to post Share on other sites
Jackael 10 Posted July 28, 2010 I'm going to use the dialog system. Is there a demo template floating around anywhere? Share this post Link to post Share on other sites
RazorX 10 Posted July 29, 2010 the dialog templates are on the wiki mentioned above Share this post Link to post Share on other sites