Kydoimos 916 Posted April 6, 2015 (edited) HocEst Bellum Gun Store Steam Workshop Hi all! To keep busy while I was awaiting some audio for the final episode of Resist, I've created a small showcase for a gun store that requires no addons or mods to use. It's not much of a mission (though there is some splendid dialogue!), but it should provide a helpful template for the community. I'm planning on releasing it as soon as BIS' Marksmen DLC arrives. In the meantime, here's a few screenshots: Oh, and yes, that is a rotating weapon display you can see there :D Edited April 8, 2015 by Kydoimos Share this post Link to post Share on other sites
Wiki 1558 Posted April 6, 2015 Very nice, congrats on it! BTW, when can we expect the final part of Resist? And any plans for a new campaign? Share this post Link to post Share on other sites
Kydoimos 916 Posted April 6, 2015 @Wiki - Not too long now - got all the audio in for episode 5 and it sounds great! Just need to put it all together, playtest, then release! As for the new campaign, man - probably going to try and get a few days out in the Summer - but yes, big plans for 2015! :D Share this post Link to post Share on other sites
L3TUC3 32 Posted April 7, 2015 Reminds me of that kart shop you made in one of your missions. How'd he drag all these chassis upstairs!? Share this post Link to post Share on other sites
voiceofarma 24 Posted April 8, 2015 @Wiki - Not too long now - got all the audio in for episode 5 and it sounds great! Just need to put it all together, playtest, then release! As for the new campaign, man - probably going to try and get a few days out in the Summer - but yes, big plans for 2015! :D good news thanks so much. Share this post Link to post Share on other sites
Kydoimos 916 Posted April 8, 2015 @L3TUC3 - oh yeah! :D The Kart shop! Lol, that was fun to make! Ah yes, I can picture that poor git dragging those karts to the top floor! :P Actually, that's an error I've made before, with objects in rooms that are too big for the door! A good old rookie error! @VoiceOfArma - No worries! I've been adding the audio today to the opening cutscene - it's getting there! Share this post Link to post Share on other sites
somesangheili 111 Posted April 8, 2015 No addons? How did you get the guy with the white shirt and tan pants? Looks very detailed btw! I hope to see more stuff like this when the 3D editor comes out Share this post Link to post Share on other sites
IndeedPete 1038 Posted April 8, 2015 @L3TUC3 - oh yeah! :D The Kart shop! Lol, that was fun to make! Ah yes, I can picture that poor git dragging those karts to the top floor! :P Actually, that's an error I've made before, with objects in rooms that are too big for the door! A good old rookie error! Yeah, let's not forget those huge ass containers inside Camp Anageia(?). :) Looks fine indeed. Already plan on stealing the weapon holders if you don't mind, good Sir. ;) Share this post Link to post Share on other sites
Undeceived 392 Posted April 8, 2015 Cool, you're creating a new campaign, you said? What is it about? A continuation? Or something else? Share this post Link to post Share on other sites
reforger 30 Posted April 8, 2015 Will you make more templates from time to time? I remember the FIA bunker template. Share this post Link to post Share on other sites
Kydoimos 916 Posted April 8, 2015 @Somesangheili - Yup, no add-ons! :D The guys in the store were just textured using the setObjectTexture command. Of course, you'd need to add the image folder (but that doesn't mean you'd have to download anything extra and its fully functional on multiplayer servers). I will be releasing a modded version too, but that just places the gun store in the showcase section in Arma 3. Actually, it does contain a new face, for the Russian character Alexander Kruglikov! :D So, if you want to check that out, download the addon from the dropbox link I'll provide in the Steam version. @IndeedPete - ha ha, yeah! You're welcome to the weapon holders! They're only upended skeet rails and things - but they do the job! :D @Undeceived - Yup, that's on the cards for late 2015 I hope. Eventually, I'm keen on picking up from where Resist left off (working title 'Exploit'). Got a story arc planned and everything! Plus, all the team are happy to revive their roles, which is awesome! The 2015 project is a mini-campaign, set before Resist. You'll play as CSAT, and I've already approached some Iranian voice actors! Exciting stuff! @Reforger - Indeed I will! Next one, when I get round to it, is for a police station. Got to put those uniforms to good use! Share this post Link to post Share on other sites
Guest Posted April 8, 2015 Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. Gun Store Showcase v1.0 ================================================ We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted April 8, 2015 New mod v1.0 available at withSIX. Download now by clicking: @Kydoimos; You are now able to manage your own promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and follow the quick and safe claim procedure to get connected to your work. For now you can send new content or releases our way by using any filesharing service and add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
reforger 30 Posted April 8, 2015 Amazing! Absolutly great. Two questions: 1. The CSAT-guy wears an interesting green uniform. Did I missed something or is it a new texture you made? I only know the brown and the grey urban uniforms. 2. Is Coldridge the main protagonist from Resist? I am not sure if I heard the name in Arma before. Share this post Link to post Share on other sites
Kydoimos 916 Posted April 9, 2015 @Foxhound - no worries at all! Armaholic's the best! :D @Sonsalt6 - cool! Great to see it on PlaywithSix! Lovely! @Reforger - Hi mate! In answer to your questions, yup, the CSAT uniform is new. If you download the mission as an addon (see link in Steam Workshop page) you will also notice a slightly edited Raven Vest (with red crystal pouch instead of red cross) and a new face (with scar). The face is for a new Russian character, Alexander Kruglikov. I can't remember, but I think in the image folder of the Gun Store PBO there are full textures for the Russian uniform (including icons for inventory and textures for folded, discarded uniform etc.). Relating to the second question, yup, Corporal Michael Coleridge is the protagonist from Resist! Share this post Link to post Share on other sites
foffy 58 Posted April 10, 2015 Seriously, Bohemia should be hiring you. The quality of your work seems like official releases. Resist literally seems like a side campaign to The East Wind. Really looking forward to what you keep putting out. I quite like how your work seems to compliment the main scenario of the game, while also building on the fictional work you've made. If more of your works are like this... Oh yes. Share this post Link to post Share on other sites
voiceofarma 24 Posted April 10, 2015 Seriously, Bohemia should be hiring you. The quality of your work seems like official releases. Resist literally seems like a side campaign to The East Wind.Really looking forward to what you keep putting out. I quite like how your work seems to compliment the main scenario of the game, while also building on the fictional work you've made. If more of your works are like this... Oh yes. HaHa he doesn't need to be hired by BIS he can build his own company! Share this post Link to post Share on other sites
Kydoimos 916 Posted April 11, 2015 @Foffy - ah, thanks man! Kind of you to say! Just thrilled you're enjoying it! :D @VoiceofArma - lol, that'd be awesome! Got lots planned for 2015! Watch this space! Share this post Link to post Share on other sites
IndeedPete 1038 Posted April 12, 2015 Finally had some time to visit the store. Nice small showcase, of course I bought lots of new pew pew for my troops, and also kind of snatched the racks in the process. :D I thought of automising weapon rack and table creation and quickly made up some complementary functions. They're quick & dirty, means one might want to adjust them before use. Results are okay I guess, manual placement is usually prettier but takes time and might not be always an option in dynamic scenarios. I think they fit quite well, so I posted them below, just for the record. createWeaponRacks private ["_createRack", "_pos", "_dir", "_countRacks", "_weapons", "_take", "_offset", "_rackClass", "_countWeapons", "_rack", "_racks", "_count", "_weaponHolders"]; // Create single rack sub-function. _createRack = { private "_rack"; _rack = (_this select 2) createVehicle (_this select 0); _rack setPos (_this select 0); _rack setDir (_this select 1); _rack }; // Read in all the parameters! _pos = [_this, 0, (getPosATL player), [[]]] call BIS_fnc_param; // Where to spawn the racks. _dir = [_this, 1, 0, [0]] call BIS_fnc_param; // Dir... _countRacks = [_this, 2, 1, [0]] call BIS_fnc_param; // Amount of stacked racks. _weapons = [_this, 3, [], [[]]] call BIS_fnc_param; // Weapon classnames. _take = [_this, 4, true, [false]] call BIS_fnc_param; // Allowed to take the guns? _offset = [_this, 5, 0.3, [0]] call BIS_fnc_param; // Offset between the racks, 0.3 makes them perfectly aligned. _rackClass = [_this, 6, "Target_Rail_End_F", [""]] call BIS_fnc_param; // Custom rack object class. _countWeapons = count _weapons; // Check for some misdefined params. if ((_countRacks < 1) OR (_countRacks < _countWeapons)) exitWith {["Count racks < 0 OR count weapons > count racks!"] call BIS_fnc_error}; // Create first rack. _rack = [_pos, _dir, _rackClass] call _createRack; _racks = [_rack]; // Create all the other racks! if (_countRacks > 1) then { for "_i" from 0 to (_countRacks - 2) do { _oldRack = _rack; _rack = [_pos, _dir, _rackClass] call _createRack; _rack attachTo [_oldRack, [0, 0, _offset]]; _racks pushBack _rack; }; }; // Stock 'em racks up with pew pews. _count = _countRacks min _countWeapons; _weaponHolders = []; for "_i" from 0 to (_count - 1) do { _weaponClass = _weapons select _i; _rack = _racks select _i; _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "can_collide"]; _weaponHolder attachTo [_rack, [0.55, 0, 0]]; _weaponHolder setVectorDirAndUp [[0, 0, 1], [5000, -40, 0]]; if (_weaponClass != "") then {_weaponHolder addWeaponCargo [_weaponClass, 1]}; if (!_take) then {_weaponHolder setDamage 1}; _weaponHolders pushBack _weaponHolder; }; // Return racks and weapon holders. [_racks, _weaponHolders] createWeaponTable private ["_pos", "_dir", "_bigTable", "_weapons", "_weaponsDir", "_take", "_offset", "_tableClass", "_countWeapons", "_tableData", "_table", "_attachValuesOld", "_weaponHolders"]; // Read in all the parameters! _pos = [_this, 0, (getPosATL player), [[]]] call BIS_fnc_param; // Where to spawn the table. _dir = [_this, 1, 0, [0]] call BIS_fnc_param; // Dir... _bigTable = [_this, 2, true, [false, ""]] call BIS_fnc_param; // Big, small or custom table? NOTE: Custom table in form of array of table class and basic attachTo values ["MyTableClass", [x,y,z]]. _weapons = [_this, 3, [], [[]]] call BIS_fnc_param; // Weapon or magazine classnames. _weaponsDir = [_this, 4, 0, [0]] call BIS_fnc_param; // Relative dir of stuff on the table. NOTE: The script will align stuff based on given dir. Dir between 315 and 45 or between 135 and 225 will be aligned parallel to the table's X axis, other dirs parallel to the Y axis. _take = [_this, 5, true, [false]] call BIS_fnc_param; // Allowed to take the stuff? _offset = [_this, 6, 0.3, [0]] call BIS_fnc_param; // Offset between the guns, 0.3 works for most rifles. // Calculate all the things! _countWeapons = count _weapons; _weaponsDir = _weaponsDir mod 360; _tableData = if ((typeName _bigTable) == "BOOL") then { if (_bigTable) then { ["Land_CampingTable_F", [-0.75, 0.25, 1.05]] } else { ["Land_CampingTable_small_F", [-0.25, 0.2, 1.05]] } } else { _bigTable }; // Create table. _tableClass = _tableData select 0; _table = _tableClass createVehicle _pos; _table setPos _pos; _table setDir _dir; // Add stuff to the table. _attachValuesOld = _tableData select 1; _weaponHolders = []; for "_i" from 0 to (_countWeapons - 1) do { _weaponClass = _weapons select _i; _weaponHolder = createVehicle ["groundWeaponHolder", _pos, [], 0, "can_collide"]; _attachValues = if (((_weaponsDir <= 45) OR (_weaponsDir > 315)) OR ((_weaponsDir <= 225) && (_weaponsDir > 135))) then { _res = [0, (_attachValuesOld select 1), (_attachValuesOld select 2)]; _attachValuesOld set [1, ((_attachValuesOld select 1) - _offset)]; _res } else { _res = [(_attachValuesOld select 0), 0, (_attachValuesOld select 2)]; _attachValuesOld set [0, ((_attachValuesOld select 0) + _offset)]; _res }; _weaponHolder attachTo [_table, _attachValues]; if (_weaponClass != "") then { if (isClass(configFile >> "CfgWeapons" >> _weaponClass)) then { _weaponHolder addWeaponCargo [_weaponClass, 1]; } else { _weaponHolder addMagazineCargo [_weaponClass, 1]; }; }; _weaponHolder setDir _weaponsDir; if (!_take) then {_weaponHolder setDamage 1}; _weaponHolders pushBack _weaponHolder; }; // Return table and weapon holders. [_table, _weaponHolders] addItemToTable private ["_table", "_dir", "_attachValues", "_item", "_take", "_vectorDirAndUp", "_pitchBank", "_weaponHolder"]; // Read in all the parameters! _table = [_this, 0, ObjNull, [ObjNull]] call BIS_fnc_param; // Table or object to spawn the item on. _dir = [_this, 1, 0, [0]] call BIS_fnc_param; // Dir... _attachValues = [_this, 2, [0,0,0], [[]], 3] call BIS_fnc_param; // AttachTo values. _item = [_this, 3, "", [""]] call BIS_fnc_param; // Item classname. _take = [_this, 4, true, [false]] call BIS_fnc_param; // Allowed to take? _vectorDirAndUp = [_this, 5, [], [[]]] call BIS_fnc_param; // Optional vectorDirAndUp values. _pitchBank = [_this, 6, [], [[]]] call BIS_fnc_param; // Optional BIS_fnc_setPitchBank values. // Create that item! _weaponHolder = createVehicle ["groundWeaponHolder", (getPos _table), [], 0, "can_collide"]; _weaponHolder attachTo [_table, _attachValues]; _weaponHolder setDir _dir; if (count _vectorDirAndUp > 0) then {_weaponHolder setVectorDirAndUp _vectorDirAndUp}; if (count _pitchBank > 0) then {([_weaponHolder] + _pitchBank) call BIS_fnc_setPitchBank}; if (isClass(configFile >> "CfgWeapons" >> _item)) then { if ((getNumber(configFile >> "CfgWeapons" >> _item >> "type")) == 131072) then { _weaponHolder addItemCargo [_item, 1]; } else { _weaponHolder addWeaponCargo [_item, 1]; }; } else { _weaponHolder addMagazineCargo [_item, 1]; }; if (!_take) then {_weaponHolder setDamage 1}; // Return the weapon holder. _weaponHolder Just run them from a game logic or similar: // Create 5 racks and fill them with the MX family rifles. [(getPos this), (getDir this), 5, ["arifle_MXM_Black_F", "arifle_MX_SW_Black_F", "arifle_MX_GL_Black_F", "arifle_MX_Black_F", "arifle_MXC_Black_F"]] call IP_fnc_createWeaponRacks; // Add an NLAW rocket, pointing up, to an existing table. [this, 0, [0.6, 0.5, 0.58], "NLAW_F", true, [[1,0,0],[0,1,0]]] call IP_fnc_addItemToTable; //... And in-game... (Note that the lighting inside buildings messes with the user textures somehow.) Share this post Link to post Share on other sites
Kydoimos 916 Posted April 12, 2015 @IndeedPete - nice man! Thanks for that! :D Glorious scripting as always! Shame about the lighting and how it effects User Textures inside buildings. It's not too bad, but it's a bit of shame, though I think it's better than what it was in the past. High overcast is one way to get around it - but it's by no means a perfect solution! To the Feedback tracker! Share this post Link to post Share on other sites
AZCoder 921 Posted May 1, 2015 (edited) Hoc Est Bellum huh? Probably not the most original name I could have used for an A2 mission. :D I will check this out, thanks! I like the little touches, the door bell, the soldier dummies ... was waiting for them to come to life and go on a rampage. Edited May 2, 2015 by AZCoder comments Share this post Link to post Share on other sites
linuxmaster9 101 Posted October 9, 2015 Awesome Gunstore!! is it possible to make it a functioning gunstore? I want to stick this in Wasteland. Share this post Link to post Share on other sites
Inalus 1 Posted November 5, 2015 Very interesting, haven't seen a concept such as this come into fruition. Share this post Link to post Share on other sites
linuxmaster9 101 Posted August 28, 2017 Sorry to beat an old thread but I keep getting this error when I try spawning the Gun Store. It spawns but all that is inside are the weapons on the wall and the computer on the desk. 23:25:50 File C:\Users\Ian\Documents\Arma 3 - Other Profiles\KRDucky\missions\gunstore_sorting.Malden\Scripts\Gun_Store.sqf, line 184 23:25:50 Error in expression <Owner = this; Shop_Owner setVariable ["BIS_enableRandomization", false]; Shop_> 23:25:50 Error position: <BIS_enableRandomization", false]; Shop_> 23:25:50 Error Missing ] 23:25:50 File C:\Users\Ian\Documents\Arma 3 - Other Profiles\KRDucky\missions\gunstore_sorting.Malden\Scripts\Gun_Store.sqf, line 184 Share this post Link to post Share on other sites