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hoverguy

[Release] Simple Vehicle Shop System

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Update

- v 1.2 -

Persistent cash (toggleable), see HG_SVSS\Config\HG_Config.h

Persistent vehicles (toggleable), see HG_SVSS\Config\HG_Config.h

Cash display in HUD (toggleable), see HG_SVSS\Config\HG_Config.h

Ability to set start cash, see HG_SVSS\Config\HG_Config.h

Ability to give money to other players

Virtual garage

Ability to lock/unlock owned vehicles

Oh this is really freaking good! Splendid job man! All the stuff that I wished for is here! :D

Thank you so much man!

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Every time I try to store a vehicle in the garage it says "there are no vehicles on the store point". Do I need to place a marker or somthing? If so what do I name it?

Check the provided readme.txt file, the addAction to store vehicles uses a marker var name as parameter.

You simply have to put a marker on your map which will be the garage store point (name can be whatever you want), then put the marker name as the addAction parameter to store a vehicle.

Lemme know if you got it right.

 

EDIT:

this addAction["<img image='HG_SVSS\UI\garage.paa' size='1.5'/><t color='#FF0000'>Store Vehicle</t>",{_this call HG_fnc_storeVehicleC},"garage_store",0,false,false,"",'(alive player) && !dialog'];

garage_store is the marker var name.

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hello guys,im having a little problem on my hosted arma3 LAKESIDE LIFE server i tried to add  new cars ,boats,helli to the vehicleconfig,and now NONE OF MY LIST OF EACH SHOW ANY VEHICLES ALL BLANCK, everything else is fine>> THIS IS WHAT I HAVE.........DONE....

 

.........---------->   

 

case "cop_airhq":
    {
        _return pushBack
        ["B_Heli_Light_01_F",75000];
        if(__GETC__(life_coplevel) > 2) then
        {
            _return pushBack
            ["B_Heli_Transport_01_F",200000];
            _return pushBack
            ["B_MRAP_01_hmg_F",750000];
            {
               _return pushBack
               ["EC635_Unarmed",200000];
               _return pushBack
               ["AddCargoHook_COver",750000];
               {
                 _return pushBack
                 ["civ_black_po30",200000];
                 _return pushBack
                 ["AddCargoHook_COver",750000];
                };
    };
    
    case "civ_ship":
    {
        _return =
        [
            ["C_Rubberboat",5000],
            ["C_Boat_Civil_01_F",22000],
            ["A3L_SpeedYacht",4000000],
            ["A3L_Ship",2000000],
            ["B_SDV_01_F",3000000],
            ["C_Scooter_Transport_01_F"10000]
        ];
    };

    case "cop_ship":
    {
        _return =
        [
            ["B_Boat_Transport_01_F",3000],
            ["C_Boat_Civil_01_police_F",20000],
            ["B_Boat_Armed_01_minigun_F",75000],
            ["B_SDV_01_F",500000],
            ["A3L_PatrolBoat",100000]
        ];
    };
};

_return;
 

----------------->PLEASE HELP ,THANK YOUfrom dearest of my heart

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also,using that collection of shop systems, i found that when players respawn, they lose the ability to give others money. how to fix this?

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Hello,

 

On 3/12/2017 at 7:34 PM, shape1205 said:

how does one clear the saved vehicles in player's garage?

 

In HG_Config.h set clearInventory to true (the inventory cleanup was missing for vehicles in garage, thanks for your feedback).

 

1 hour ago, shape1205 said:

also,using that collection of shop systems, i found that when players respawn, they lose the ability to give others money. how to fix this?

 

Yup sorry for that totally forgot, just added it.

 

https://github.com/Ppgtjmad/SimpleShops/commit/af794feedab0a49d61ed7c036d3d3be1057e7df3

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I'm working on a small(well, not exactly small) Stalker/Wasteland-themed Zeus mission.

 

I noticed it's not possible to sell anything you find. I'm fine with that, I can work around it

 

But when it came to finding Cannibal Joe's car and trying to store it in the garage, I quickly found out what was going on and why it wouldn't store.

 

Is there a way to define a "headless" owner of all vehicles(Editor placed, Zeus-spawned, etc.) in the mission, or a way to enable on-the-spot ownership of a car through the means of the action wheel, and/or giving ownership from player to player?

 

Better yet, is there a way to turn that off? I feel like that would be less work.

 

Also, for Player-gear saving, I created a bunch of roles+loadouts for those of us that respawned quickly, is there a way to set it where should the server crash/session ends, the next time they join the server for a new session it lets them spawn in with any loadout then quickly(10 sec) overwrites whatever they are wearing to resume normal play? Or the Clothing shop saves their loadout for storage, etc?

 

Last thing I'd like to ask about is when vehicles are stored in the garage, is it possible to save that vehicular inventory and then bring it back out again or does clearInventory(Hconfig.sqf) affect that too?

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On 4/10/2017 at 6:47 AM, Atlas1205 said:

i'm having trouble storing boats....

 

Hello Atlas1205,

 

What kind of trouble you're having?

 

2 hours ago, Victruso said:

I'm working on a small(well, not exactly small) Stalker/Wasteland-themed Zeus mission.

 

I noticed it's not possible to sell anything you find. I'm fine with that, I can work around it

 

But when it came to finding Cannibal Joe's car and trying to store it in the garage, I quickly found out what was going on and why it wouldn't store.

 

Is there a way to define a "headless" owner of all vehicles(Editor placed, Zeus-spawned, etc.) in the mission, or a way to enable on-the-spot ownership of a car through the means of the action wheel, and/or giving ownership from player to player?

 

Better yet, is there a way to turn that off? I feel like that would be less work.

 

Also, for Player-gear saving, I created a bunch of roles+loadouts for those of us that respawned quickly, is there a way to set it where should the server crash/session ends, the next time they join the server for a new session it lets them spawn in with any loadout then quickly(10 sec) overwrites whatever they are wearing to resume normal play? Or the Clothing shop saves their loadout for storage, etc?

 

Last thing I'd like to ask about is when vehicles are stored in the garage, is it possible to save that vehicular inventory and then bring it back out again or does clearInventory(Hconfig.sqf) affect that too?

 

Hello Victruso,

 

I'm gonna try to answer all your questions:

Hope I got you covered :)

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7 hours ago, hoverguy said:

Hello Victruso,

 

I'm gonna try to answer all your questions:

Hope I got you covered :)

Thanks man, one last bit on vehicle inventories I should've specified more.

clearInventory had a comment saying it would clear inventories of player-owned vehicles being spawned from the garage and vehicles bought from traders when set to true.

 

Am I correct in saying that if it were set to false that player owned vehicular storage would be saved but mil-spec cars would be bought with gear inside of them?

 

I'm trying to get it where it saves simply the garage owned items.

 

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In fact you can have both.

 

When clearInventory is true and enableVehicleInventorySave is true as well, the vehicle content gets emptied BEFORE the saved stuff is being stored back in the vehicle. They are complementary.

If only clearInventory is true then nothing is saved and things as in first aid kits and such are removed.

If clearInventory is false and enableVehicleInventorySave is true, first aid kits will be left in inventory and saved stuff stored back in, so clearInventory always have to be enabled when using enableVehicleInventorySave.

 

So in the end you need both to be enabled :)

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6 hours ago, hoverguy said:

In fact you can have both.

 

When clearInventory is true and enableVehicleInventorySave is true as well, the vehicle content gets emptied BEFORE the saved stuff is being stored back in the vehicle. They are complementary.

If only clearInventory is true then nothing is saved and things as in first aid kits and such are removed.

If clearInventory is false and enableVehicleInventorySave is true, first aid kits will be left in inventory and saved stuff stored back in, so clearInventory always have to be enabled when using enableVehicleInventorySave.

 

So in the end you need both to be enabled :)

Wow, thanks!

 

Your scripts are going to add a LOT more in-depth into the mission!

 

EDIT- Ah, I'm sorry for asking so many questions, but how would one go about getting the fn_addorsubcash.sqf to add cash to players for tasks/rewards from zeus?

And I've been trying to incorporate setOwner as a player action, so when a player finds a zeus spawned or editor placed vehicle, they can claim ownership and store it in the garage.

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i found that you did something wrong. the type of boats is actually "ship", thats the reason i couldnt store a boat. I later added submarine type to it as well.

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On 4/12/2017 at 1:05 PM, hoverguy said:

In fact you can have both.

 

When clearInventory is true and enableVehicleInventorySave is true as well, the vehicle content gets emptied BEFORE the saved stuff is being stored back in the vehicle. They are complementary.

If only clearInventory is true then nothing is saved and things as in first aid kits and such are removed.

If clearInventory is false and enableVehicleInventorySave is true, first aid kits will be left in inventory and saved stuff stored back in, so clearInventory always have to be enabled when using enableVehicleInventorySave.

 

So in the end you need both to be enabled :)

I wonder how I can clear/reset all players' garage on a server?

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On 4/12/2017 at 10:19 PM, Victruso said:

Wow, thanks!

 

Your scripts are going to add a LOT more in-depth into the mission!

 

EDIT- Ah, I'm sorry for asking so many questions, but how would one go about getting the fn_addorsubcash.sqf to add cash to players for tasks/rewards from zeus?

And I've been trying to incorporate setOwner as a player action, so when a player finds a zeus spawned or editor placed vehicle, they can claim ownership and store it in the garage.

 

Hello Victruso,

 

Just added a Useful Functions page to the wiki

 

On 4/13/2017 at 5:59 AM, Atlas1205 said:

i found that you did something wrong. the type of boats is actually "ship", thats the reason i couldnt store a boat. I later added submarine type to it as well.

 

Hello Atlas1205,

 

Fixed it, thanks for your report :)

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i cant see how much money i have in the bottom left of my screen but my buddy cant and its on a dedicated server? is there something worng on his end or no i need a null = "thiis.sqf"; style in each playes init? 

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Hey, just wondering is there any way to set the cash from being executed by each client to just be executed by the server as I would like all the players to spend money from the same cash pool, if that makes any sense

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On 5/6/2017 at 6:42 PM, n.lendall said:

i cant see how much money i have in the bottom left of my screen but my buddy cant and its on a dedicated server? is there something worng on his end or no i need a null = "thiis.sqf"; style in each playes init? 

 

Hello @n.lendall,

 

I'm aware of this, next update will bring changes and should fix display issues with dialogs.

 

On 6/1/2017 at 8:50 AM, daniel1060 said:

Hey, just wondering is there any way to set the cash from being executed by each client to just be executed by the server as I would like all the players to spend money from the same cash pool, if that makes any sense

 

Hello @daniel1060,

 

That will require a bit of modification, you want a global cash variable broadcasted to everyone right and use that money on clients to buy stuff. Add me on steam so we can figure this out.

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is there a way to add the menu to something else other than the player because my community is looking for somthing like this and we dont want it to be just on the player

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1 hour ago, J.Huff said:

is there a way to add the menu to something else other than the player because my community is looking for somthing like this and we dont want it to be just on the player

 

Hello @J.Huff

 

I'm afraid you're still using the old version... grab the latest from here https://github.com/Ppgtjmad/SimpleShops and preview the provided mission. All the actions are on one object.

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