barbolani 198 Posted April 21, 2015 (edited) Hello! I know there is a way to do it, but it is beyond my knowledge right now. I use to spawn groups the BIS_fnc_spawnGroup, for example: _grupo = [_posorigen, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup; It's because I have a table of costs for each type of units, and when the player buys one group in Antistasi, I'm calculating the total cost with the DIRTY trick of really spawning it, and calculating the cost in a foreach units group. I want to do it better, without spawning (because now, If player hasnt enough money, I hace to spawn and despawn the group). Thanks in advance! Edited April 21, 2015 by barbolani Share this post Link to post Share on other sites
Larrow 2828 Posted April 21, 2015 //Test variable for current funds _money = 700; //Temporary cost table for testing costTable = [ "O_soldier_SL_F", 100, "O_soldier_F", 100, "O_soldier_LAT_F", 100, "O_soldier_M_F", 100, "O_soldier_TL_F", 100, "O_soldier_AR_F", 100, "O_soldier_A_F", 100, "O_medic_F", 100 ]; //Cfg group to spawn _cfgGroup = ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad" ) ; //Varaible to hold total cost of group _totalCost = 0; //For each unit in the config group //Get the 'vehicle' class type //Find the class type in the cost table //Add its value to totalCost " _class = getText ( _x >> 'vehicle' ); _index = costTable find _class; _totalCost = _totalCost + ( costTable select ( _index + 1 )); false "configClasses _cfgGroup; //Do we have enough money if ( _totalCost > _money ) then { //If not then hint to the player hintSilent "You do not have enough money"; }else{ //If we do spawn the group _newGroup = [ getPosATL player, EAST, _cfgGroup ] call BIS_Fnc_spawnGroup; }; Should be enough info to get you going. Share this post Link to post Share on other sites
SilentSpike 84 Posted April 21, 2015 I believe the curator actually uses the "category" cfg value to calculate costs Share this post Link to post Share on other sites
barbolani 198 Posted April 23, 2015 Thanks, this plus what I could "steal" from bis_fnc_spawngroup solved the issue, thanks a lot! Share this post Link to post Share on other sites