kennyleif 20 Posted June 22, 2018 Currently using your shop in a PMC setting. Is there a way to add crates to the shop, where you can store all of your things you have bought? The crates need to be store in database, i case of server restart too. 1 Share this post Link to post Share on other sites
dusthill 1 Posted July 28, 2018 Hello Hoverboy Amazing work and thank you very much for the script. Just a quick question. HG_vehicleAliveUpdate doesn't seem to get used anywhere in the shop system. So if you take a vehicle out of your garage and it gets destroyed, after then next server restart you have the same vehicle again in your garage? Like you never lost it. I tried to implement it somehow but I'am kind of stuck. Maybe you could help me out. Thanks in advance for your time! 1 Share this post Link to post Share on other sites
tomegeb 2 Posted September 24, 2018 Thanks for the help though I have one more question. Would it be possible to change the type of currency and if so where would I place the classname for example I am using the Ravage Mod and that has its own currency type. "rvg_money" Is it some kind of variable? If so open HG\Config\HG_Config.h and set cashVariable to "rvg_money", if it's an item you will have to modify some files... What files to change to work with physical money "rvg_money" 1 Share this post Link to post Share on other sites
LSValmont 789 Posted December 3, 2018 On 5/2/2016 at 9:11 AM, hoverguy said: You're welcome, I have a similar system in my own mission where money is an inventory item (physical), you can drop/gather/loot it, buy stuff etc... Hello Hoverguy! I am loving and using all your shops for all my missions but I've a couple questions... 1) You said you have a system where money is also an inventory item. Is there a way for me to drop money on the ground as a physical item and that item represents XXX amount of money? So perhaps it can be dropped when players die? 2) Is there a way to limit the stock available of certain/all items on the shops what get increased after time/ when players sell items? 3) What does your persistence system saves? Because it doesn't seem to save player health and when a players leaves and rejoins my server they get full health again so that way if they where close to death they cheat death! =( Thanks in advance! PS: Perhaps a system like antistasi where if enough players sell an item it becomes infinite on the shop would be awesome to have as an option! Share this post Link to post Share on other sites
basba66 0 Posted December 22, 2018 I use EOS in my mission, after the capture, I couldn’t sell the bots technique or put them in the garage. How to fix it? I wanted to do so but failed. / * If the function is used locally (e.g using addAction ...) (_this select 0) refers to the vehicle * / [(_this select 0)] call HG_fnc_setOwner; / * Else ... remote execution _unit refers to the new vehicle owner * / [_vehicle, _unit] remoteExecCall ["HG_fnc_setOwner", _ unit, false]; Share this post Link to post Share on other sites
Monosyllabicben 1 Posted January 27, 2019 On 29/12/2017 at 12:38 PM, hoverguy said: Hello @bl2ck dog Thank you! Make sure you have all the required stuff in initPlayerLocal.sqf, have you tried the provided mission in editor? Is it working? I was having A bit of an issue with vehicles so i tried it on the provided mission and still have an issue where I can see inventory or empty vehicle but I can not enter the vehicle. Made a video of me unpacking. then editing the suv price to $100 so I can buy one then load up arma and run the mission. Spoiler Let me know if i'm doing something stupid please. I've got this running in a single player and everything else seems to work spot on. Share this post Link to post Share on other sites
socs 92 Posted January 28, 2019 24 minutes ago, Monosyllabicben said: I was having A bit of an issue with vehicles so i tried it on the provided mission and still have an issue where I can see inventory or empty vehicle but I can not enter the vehicle. Made a video of me unpacking. then editing the suv price to $100 so I can buy one then load up arma and run the mission. Reveal hidden contents Let me know if i'm doing something stupid please. I've got this running in a single player and everything else seems to work spot on. Out of curiosity do you have the kill rewards working?? And the ranking system in SP? Im trying to get it to work but nothing I tried has been of any use to me.. Any help would be appreciated thanks! Share this post Link to post Share on other sites
Monosyllabicben 1 Posted January 28, 2019 20 hours ago, socs said: Out of curiosity do you have the kill rewards working?? And the ranking system in SP? Im trying to get it to work but nothing I tried has been of any use to me.. Any help would be appreciated thanks! I run this along with the ravage mod and get $ and xp for killing zombies. Spoiler in the KilledEvent Handler section of the Ambient Zombie module i have [10,0] call HG_fnc_addOrSubCash; [10,0] call HG_fnc_addOrSubXP; add 10 $ per kill and 10 xp 1 Share this post Link to post Share on other sites
socs 92 Posted January 28, 2019 16 minutes ago, Monosyllabicben said: I run this along with the ravage mod and get $ and xp for killing zombies. Hide contents in the KilledEvent Handler section of the Ambient Zombie module i have [10,0] call HG_fnc_addOrSubCash; [10,0] call HG_fnc_addOrSubXP; add 10 $ per kill and 10 xp Actually figured this out last night but thank you.. I use a different script made by a friend of mine and it works hand in hand with the XP system HG already has in place so, the amount of cash and XP you get depends on your rank etc... Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 11.01.19 _____________ /* ________________ GF_HG_fnc_aiUnitSetup Script - Mod ________________ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Script - Mods , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ //________________ You can add in the init of a unit to exclude ________________ // this setVariable ["Var_GF_HG_fnc_aiUnitSetup", true]; //________________ Settings ________________ //________________ Set true or false ________________ _Systemchat_info = true; _diag_log_info = true; GF_HG_fnc_aiUnitSetup_to_Certain_Classnames = true; GF_HG_fnc_aiUnitSetup_on_Respawn = true; if(_Systemchat_info) then { systemchat "GF_HG_fnc_aiUnitSetup Script - Mod Initializing"; }; if(_diag_log_info) then { diag_log "//________________ GF_HG_fnc_aiUnitSetup Script - Mod Initializing _____________"; diag_log "//________________ GF_HG_fnc_aiUnitSetup.sqf _____________"; }; //________________ You can add an Exclude List ________________ GF_HG_fnc_aiUnitSetup_Exclude_List = [ // Ravage zombies ]; //________________ Certain Classnames option ________________ //________________ add the Classnames , that will change the loadout for the Certain Classnames option ________________ GF_HG_fnc_aiUnitSetup_Riflemen = [ "B_Soldier_F", "B_Soldier_lite_F" ]; //________________ add the Classnames , that will change the loadout for the Certain Classnames option ________________ GF_HG_fnc_aiUnitSetup_Sniper = [ "B_sniper_F", "B_spotter_F" ]; GF_HG_fnc_aiUnitSetup = { //________________ GF_HG_fnc_aiUnitSetup_to_Certain_Classnames ________________ //________________ check your directory ________________ if(GF_HG_fnc_aiUnitSetup_to_Certain_Classnames) then { //________________ add here your case ________________ // Rifleman if(typeof _this in GF_HG_fnc_aiUnitSetup_Riflemen) then {[_this]call HG_fnc_aiUnitSetup;}; // Sniper if(typeof _this in GF_HG_fnc_aiUnitSetup_Sniper) then {[_this]call HG_fnc_aiUnitSetup;}; // if + allunits, uncomment below : if( //________________ add here your cases ________________ (!(typeof _this in GF_HG_fnc_aiUnitSetup_Riflemen)) && (!(typeof _this in GF_HG_fnc_aiUnitSetup_Sniper)) ) then { [_this]call HG_fnc_aiUnitSetup; }; } else { //________________ allunits ________________ [_this]call HG_fnc_aiUnitSetup; }; //________________ Change_Loadout_on_Respawn ________________ if (GF_HG_fnc_aiUnitSetup_on_Respawn) then { _this addEventHandler ["Respawn", { params ["_unit", "_corpse"]; _unit setVariable ["Var_GF_HG_fnc_aiUnitSetup",false]; }]; }; }; [] spawn { while {true} do { { if ( ((alive _x)) && (!(_x getVariable ["Var_GF_HG_fnc_aiUnitSetup",false])) && (!((typeOf _x) in GF_HG_fnc_aiUnitSetup_Exclude_List)) /* //________________ You can filter the side here ________________ && {((side group _x) isEqualto west || (side group _x) isEqualto east || (side group _x) isEqualto independent || (side group _x) isEqualto civilian)} */ // && (side group _x isEqualto playerSide) // && (!(side group _x isEqualto playerSide)) ) then { _x spawn GF_HG_fnc_aiUnitSetup; }; _x setVariable ["Var_GF_HG_fnc_aiUnitSetup",true]; {waitUntil {!alive _x}; _x setVariable ["Var_GF_HG_fnc_aiUnitSetup",false]; }; }forEach allUnits; sleep 5; }; }; if(_Systemchat_info) then { systemchat "GF_HG_fnc_aiUnitSetup Script - Mod Initialized"; }; if(_diag_log_info) then { diag_log "//________________ GF_HG_fnc_aiUnitSetup Script - Mod Initialized _____________"; }; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 28, 2019 5 minutes ago, socs said: I use a different script made by a friend of mine and it works hand in hand with the XP system HG already has in place so, the amount of cash and XP you get depends on your rank etc... Hello there socs ! I think it would be very good to share this with everyone ! The progress for all kind of things , is always based on sharing the Knowledge ! Share this post Link to post Share on other sites
socs 92 Posted January 28, 2019 1 minute ago, GEORGE FLOROS GR said: Hello there socs ! I think it would be very good to share this with everyone ! The progress for all kind of things , is always based on sharing the Knowledge ! Sure thing! I shall update my response with the code. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 28, 2019 13 minutes ago, socs said: //________________ Change_Loadout_on_Respawn ________________ The original code is : So there you can find some extended examples . By the way it's good to edit this a bit , Loadout ! That should be like : //________________ spawn function on respawn ________________ Thanks ! 1 Share this post Link to post Share on other sites
socs 92 Posted January 28, 2019 1 hour ago, GEORGE FLOROS GR said: The original code is : So there you can find some extended examples . By the way it's good to edit this a bit , Loadout ! That should be like : //________________ spawn function on respawn ________________ Thanks ! No no, what I was trying to say was, when I kill certain CSAT units, they count as kills... However, when I kill Independent/ or just regular ravage zombies, I don't get the money or XP as I would when killing lets say an "ammo bearer" csat unit... If you could tell me where I can add maybe more classnames to the kill reward list or have it to where killing any unit (aside from any friendly factions) gives you money and XP... Thank you! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 29, 2019 2 hours ago, socs said: No no, what I was trying to say was, when I kill certain CSAT units There is exacly this example if you check in my GF Exported Loadouts Script - Mod topic Share this post Link to post Share on other sites
Monosyllabicben 1 Posted February 2, 2019 HI, Wonder if anyone can help me? (I've only just started trying to this a week ago so my knowledge of scripts is really limited) I am running ravage mod with this as well and also have areas where higher end vehicles spawn. I currently have a basic script running Spoiler { _x addAction ["Hot Wire", {(_this select 0) call HG_fnc_setOwner;}]; } forEach vehicles; So it allows me to take ownership of vehicles that have spawned in through ravage or any other means but it also means I can take ownership of other players vehicles. I tried to make something that would check for ownership but just couldn't figure out how to get it to work. if anyone has the time to help its appreciated. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 2, 2019 33 minutes ago, Monosyllabicben said: if anyone has the time to help its appreciated. Hello there Monosyllabicben ! First of all , just to inform you that , i haven't yet seen try and test the Simple Weapon Shop System , as i noticed @hoverguy 's last time hogged is january 25 , so he is active and he the best guy probably to ask , since it's his creation. Generally speaking on scripting then , there are ways to succed this but you should wait fo HG's reply , because , what you are looking for , might be there already . So since you are a Ravage player , for you and for everyone else : Be part of it , group with other members , read our Topics ! Thanks ! Share this post Link to post Share on other sites
Drifter 167 Posted April 6, 2019 (edited) Can anyone help me with where to put this function to get it to work. I am working on a PMC mission where we can steal enemy vehicles and sell them or store them. /* If the function is used locally (e.g using addAction...) (_this select 0) refers to the vehicle */ [(_this select 0)] call HG_fnc_setOwner; /* Else... remote execution _unit refers to the new vehicle owner */ [_vehicle,_unit] remoteExecCall ["HG_fnc_setOwner",_unit,false]; Where do I put this script at, the github does not explain it well at all. I put in the init.sqf, initPlayerLocal, iniPlayerServer, initServer. Nothing, not working at all, except when I put it in the initPlayerLocal, it shows the message at the top right, Now owner of () or Now owner of (Rifleman). The enemy are being spawned in by a dynamic AI script, would that be a problem? Do the vehicles have to be pre-spawned in? Thank you for any help. DISREGARD, FIXED IT. Edited April 6, 2019 by Drifter Fixed Share this post Link to post Share on other sites
hoverguy 177 Posted April 9, 2019 Hello @Drifter The place where you put the functions provided in the wiki varies a lot... I cannot cover all the possibilities... sorry for that. You need the basic coding knowledge to figure out, you can open the file and see how it works so you get a better understanding. Thanks for using my shops. 2 Share this post Link to post Share on other sites
barccy 53 Posted April 10, 2019 I'm a noob, and didn't see something covered yet. How does one disable the ever present option to open the buy menu so that proximity to objects/entities is the only way to buy? Share this post Link to post Share on other sites
T.Johnson 0 Posted April 19, 2019 Hey Hover it seems that your sql script must be outdated i keep getting an error saying "/* SQL Error (1064): You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 1 */ /* Affected rows: 0 Found rows: 0 Warnings: 0 Duration for 6 of 15 queries: 0.016 sec. */" any ideas on how to fix this ive looked and i cannot find a thing wrong with it ive compared it and ive found nothing thanks for your time to read this Share this post Link to post Share on other sites
hoverguy 177 Posted April 19, 2019 3 hours ago, T.Johnson said: Hey Hover it seems that your sql script must be outdated i keep getting an error saying "/* SQL Error (1064): You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 1 */ /* Affected rows: 0 Found rows: 0 Warnings: 0 Duration for 6 of 15 queries: 0.016 sec. */" any ideas on how to fix this ive looked and i cannot find a thing wrong with it ive compared it and ive found nothing thanks for your time to read this Hello @T.Johnson Replace CREATE DATABASE IF NOT EXISTS `HG` DEFAULT CHARACTER SET utf8mb4 COLLATE; with CREATE DATABASE IF NOT EXISTS `HG` DEFAULT CHARACTER SET utf8mb4; 1 Share this post Link to post Share on other sites
tomegeb 2 Posted May 4, 2019 When viewing in the store of car from Arma 3 Creator DLC: Global Mobilization - Cold War Germany often there is a departure from the game to the desktop Share this post Link to post Share on other sites
C.Hall 3 Posted May 22, 2019 Hello, Thank you for the awesome work, this is exactly what I was looking for! I have scanned all 10 pages of this thread, but have not found an answer. Forgive me if I missed it. How do I reset the stats? I have racked up lots in testing the mission, but want to start fresh now. Please help! Thanks. 1 Share this post Link to post Share on other sites
hoverguy 177 Posted May 22, 2019 Hello @C.Hall I presume that you're using profile namespace as saving method and that the mission is not hosted in that case this code will reset saved stats for you: uid = getPlayerUID player; ["HG_Cash","HG_Bank","HG_XP","HG_Kills","HG_Gear","HG_Garage"] apply {profileNamespace setVariable [format["%1_%2",_x,uid],nil]; saveProfileNamespace;}; Load up the editor, open the debug console and copy/paste this code then exec local. Share this post Link to post Share on other sites
C.Hall 3 Posted May 23, 2019 You have assumed all correctly and thank you for your fast response. Thank you for the solution, and keep up the great work! Share this post Link to post Share on other sites