HallyG 239 Posted July 27, 2018 You want to modify HALs_money_fnc_getFunds (maintaining that it returns a scalar) to: Spoiler /* Function: HALs_money_fnc_getFunds // Modified for Ravage Author: HallyG Arguments(s): 0: None Return Value: None Example: [] call HALs_money_fnc_getFunds; __________________________________________________________________*/ params [ ["_unit", objNull, [objNull]] ]; ({_x isEqualTo "rvg_money"} count magazines _unit) For HALs_money_fnc_addFunds maybe something like: Spoiler /* Function: HALs_money_fnc_addFunds // Modified for Ravage Author: HallyG Arguments(s): 0: None Return Value: None Example: [player, 100] call HALs_money_fnc_addFunds; __________________________________________________________________*/ params [ ["_unit", objNull, [objNull]], ["_funds", 0, [0]] ]; if (!local _unit) exitWith { [_unit, _funds] remoteExec ["HALs_money_fnc_addFunds", _unit, false]; }; if (_funds < 0) then { _funds = ceil _funds; } else { _funds = floor _funds; }; if (_funds isEqualTo 0) exitWith {}; // Remove money if (_funds < 0) then { for "_i" from 1 to (abs _funds) do { _unit removeItem "rvg_money"; }; } else { _unit addMagazines ["rvg_money", _funds]; }; This should give you something to start and build upon. 1 Share this post Link to post Share on other sites
199918hao 1 Posted July 27, 2018 Thank you! But there is a small problem. The amount of money is constant after shopping. // Remove money if (_funds < 0) then { for "_i" from 1 to _funds do { _unit removeItem "rvg_money"; }; } else { _unit addMagazines ["rvg_money", _funds]; }; I think the problem is here. Share this post Link to post Share on other sites
199918hao 1 Posted July 28, 2018 14 hours ago, HallyG said: You want to modify HALs_money_fnc_getFunds (maintaining that it returns a scalar) to: Reveal hidden contents /* Function: HALs_money_fnc_getFunds // Modified for Ravage Author: HallyG Arguments(s): 0: None Return Value: None Example: [] call HALs_money_fnc_getFunds; __________________________________________________________________*/ params [ ["_unit", objNull, [objNull]] ]; ({_x isEqualTo "rvg_money"} count magazines _unit) For HALs_money_fnc_addFunds maybe something like: Reveal hidden contents /* Function: HALs_money_fnc_addFunds // Modified for Ravage Author: HallyG Arguments(s): 0: None Return Value: None Example: [player, 100] call HALs_money_fnc_addFunds; __________________________________________________________________*/ params [ ["_unit", objNull, [objNull]], ["_funds", 0, [0]] ]; if (!local _unit) exitWith { [_unit, _funds] remoteExec ["HALs_money_fnc_addFunds", _unit, false]; }; if (_funds < 0) then { _funds = ceil _funds; } else { _funds = floor _funds; }; if (_funds isEqualTo 0) exitWith {}; // Remove money if (_funds < 0) then { for "_i" from 1 to (abs _funds) do { _unit removeItem "rvg_money"; }; } else { _unit addMagazines ["rvg_money", _funds]; }; This should give you something to start and build upon. I used the script you provided. But the balance will not decrease after buying something, no change. Can you find a reason? Thank you for your patience! Share this post Link to post Share on other sites
Kain181 1 Posted September 22, 2018 Hi! I noticed that when i try to configure it to buy clothing, the uniforms buyed it cannot be used. Is it normal?! Share this post Link to post Share on other sites
HallyG 239 Posted September 22, 2018 45 minutes ago, Kain181 said: Hi! I noticed that when i try to configure it to buy clothing, the uniforms buyed it cannot be used. Is it normal?! Certain uniforms can only be dressed by certain units. You cannot manually dress a unit with a restricted uniform unless you use the forceAddUniform command. To check whether a uniform can be worn by a specific unit use the isUniformAllowed command. Cheers Share this post Link to post Share on other sites
Kain181 1 Posted September 23, 2018 How can I make the player unit use all the uniforms I need ?! I have to modify something from your script or directly in the .ini file? Share this post Link to post Share on other sites
HazJ 1289 Posted September 28, 2018 It's like you don't read? It is right above your own post. Even if you did then your question should be asking what file, line, etc... A general idea. On 9/22/2018 at 5:20 PM, HallyG said: Certain uniforms can only be dressed by certain units. You cannot manually dress a unit with a restricted uniform unless you use the forceAddUniform command. To check whether a uniform can be worn by a specific unit use the isUniformAllowed command. Cheers What .ini file? lol? Anyway... @HallyG I just dropped by to say very nice UI + shop! I have been looking for some inspiration (for design layout) for my upcoming gun store that I'll be making for a project of mine and came across this. Superb work! By the way, I am stealing your blurred effect when dialog is open! https://github.com/HallyG/HALs_Store/blob/master/HALs/Addons/store/functions/client/fn_blur.sqf GONE! STOLEN! 1 Share this post Link to post Share on other sites
HallyG 239 Posted September 28, 2018 On 23/09/2018 at 10:52 AM, Kain181 said: How can I make the player unit use all the uniforms I need ?! I have to modify something from your script or directly in the .ini file? Unless you equip the uniform upon purchase, you will need a separate script to enable that functionality. I suggest you take a look at @pierremgi's "wear what you want" script. 10 hours ago, HazJ said: ... Thanks for the kind words, I'm glad it was able to give you some inspiration! If you're looking for additional gun-store-style inspiration then this is another approach I have been working on (solely with ctrlCreate) ((shameless plug)): Spoiler 10 hours ago, HazJ said: https://github.com/HallyG/HALs_Store/blob/master/HALs/Addons/store/functions/client/fn_blur.sqf GONE! STOLEN! Excellent, just make sure you listen to some Blur whenever it is used Cheers 1 Share this post Link to post Share on other sites
HazJ 1289 Posted September 28, 2018 @HallyG - I have used ctrlCreate quite a lot. Especially since they added support for custom control class in mission. Don't think I'll use it for my upcoming shop. My original plan was to use RscListNBox type but you can't draw the side arrows. At least last time I tried. There is no command support. 1 Share this post Link to post Share on other sites
Oscah 1 Posted September 30, 2018 Hi all, I'm sure I saw how to script this atleast once in this thread sometime back but I can't seem to find it. How would someone add money every-time you would search an enemy body or kill an enemy on the map? Also, is there anyway to change the currency type showing in game for example changing $ to RU or something similar. Share this post Link to post Share on other sites
bombajack 11 Posted October 23, 2018 (edited) Hi all, How can i add coins (money) for loot?For buying in this system? Thank you. Edited October 23, 2018 by bombajack Share this post Link to post Share on other sites
HallyG 239 Posted October 25, 2018 On 30/09/2018 at 9:50 AM, Oscah said: How would someone add money every-time you would search an enemy body or kill an enemy on the map? On 23/10/2018 at 6:35 PM, bombajack said: How can i add coins (money) for loot?For buying in this system? Money for killing enemy units: Spoiler initServer.sqf HALs_store_moneyToAddKill = 100; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; //--- Don't increment kills if it's a suicide if (_killed isEqualTo _killer) exitWith {false}; if (vehicle _killed isEqualTo vehicle _killer) exitWith {false}; if (isNull _killer && isNull _instigator) exitWith {false}; if ((vehicle _killed) isEqualTo _killer) exitWith {false}; //--- Valid unit/vehicle if (_killed in allUnits OR _killed in vehicles) then { private _target = _instigator; if (isNull _instigator) then { _target = _killer; }; //--- Enemies only if (side group _killed in ([_target] call bis_fnc_enemySides)) then { //--- Only players get money if (isPlayer _target) then { [player, HALs_store_moneyToAddKill] call HALs_money_fnc_addFunds; }; }; }; }]; For adding money when searching a body, I would take a look at this. Alternatively, you could try creating an addAction on the enemies to, for example, pilfer their wallets. On 30/09/2018 at 9:50 AM, Oscah said: Also, is there anyway to change the currency type showing in game for example changing $ to RU or something similar. I'll make sure to add this as an option in the next update. Cheers 1 1 Share this post Link to post Share on other sites
burn0ut7 12 Posted November 26, 2018 Hey it would be cool if you could bu multiple items at one time, so you could buy say a gun fully attached out. Or like buy all health/navigation items at one time Share this post Link to post Share on other sites
1para{god-father} 105 Posted March 1, 2019 Any way to add in selling items back to a trader ? i.e drop it all into a ammo crate and sell all items back to the trader to get some money - good way to earn some cash 🙂 Share this post Link to post Share on other sites
Nagrach 0 Posted March 9, 2019 Ah, Hello... I have a "little" question I wanted to script your "addFunds" in a way, that, each players gets an amount of X Money in an intervall of X seconds if a specific Sector (created with the sector module) is controlled by there own faction... So since I'm a completly noob at scripting things like this I really have no clue if this is even possibly. I would be glad if someone can help. So thanks already. Share this post Link to post Share on other sites
HallyG 239 Posted March 9, 2019 On 3/1/2019 at 10:33 AM, 1para{god-father} said: Any way to add in selling items back to a trader ? i.e drop it all into a ammo crate and sell all items back to the trader to get some money - good way to earn some cash 🙂 I plan on adding this feature, yes. Currently I have very little free time due to RL stuff. I recommend checking the GitHub because sometimes I'll add features without mentioning. Was planning on adding a temporary script to sell everything in an ammo box (without an UI). 45 minutes ago, Nagrach said: Ah, Hello... I have a "little" question I wanted to script your "addFunds" in a way, that, each players gets an amount of X Money in an intervall of X seconds if a specific Sector (created with the sector module) is controlled by there own faction... So since I'm a completly noob at scripting things like this I really have no clue if this is even possibly. I would be glad if someone can help. So thanks already. I've written a very basic script for you and added comments to help you understand: Spoiler // We need to spawn this code because we are using sleep which will suspend the script. // Suspension is not allowed in an unscheduled environment so we need to run it in a scheduled environment. // So to be extra sure, use spawn. // More info here https://community.bistudio.com/wiki/Scheduler#Suspension h = [] spawn { // Only run this code on the server if !(isServer) exitWith {}; // If the global variable HALS_TIME_BETWEEN_MONEY exists, exit the script because it is already running if (!isNil "HALS_TIME_BETWEEN_MONEY") exitWith {}; // Edit HALS_TIME_BETWEEN_MONEY, HALS_MONEY_TO_ADD_BASE and HALS_MONEY_TO_ADD_PER_SECTOR below // How many seconds between each update HALS_TIME_BETWEEN_MONEY = 10; // Money to add every update HALS_MONEY_TO_ADD_BASE = 100; // Additionally money to add for each sector owned by the players side HALS_MONEY_TO_ADD_PER_SECTOR = 25; /* Dont edit below here */ // Run this code indefinitely while {true} do { // Sleep HALS_TIME_BETWEEN_MONEY seconds sleep HALS_TIME_BETWEEN_MONEY; // Run code for every player { // Get player and their side _unit = _x; _side = side group _unit; // How many sectors the player's side owns _sectors = _side call BIS_fnc_moduleSector; // Calculate money to give: MONEY_BASE + MONEY_PER_SECTOR * NUM_SECTORS_OWNED _money = HALS_MONEY_TO_ADD_BASE + (HALS_MONEY_TO_ADD_PER_SECTOR * _sectors); // Add money [_unit, _money] call HALs_money_fnc_addFunds; } forEach allPlayers; }; }; 3 Share this post Link to post Share on other sites
1para{god-father} 105 Posted March 10, 2019 Quote I plan on adding this feature, yes. Currently I have very little free time due to RL stuff. I recommend checking the GitHub because sometimes I'll add features without mentioning. Was planning on adding a temporary script to sell everything in an ammo box (without an UI). Yep that sounds like a great plan as no need for a UI and you can put a lot of stuff back in when you scavenge from dead AI 🙂 get like 50% back from sell price Share this post Link to post Share on other sites
Nagrach 0 Posted March 10, 2019 Wow! That was a fast answer! Thank you very much! I will try out as fast as I can. Share this post Link to post Share on other sites
HazJ 1289 Posted March 11, 2019 @HallyG - Suggestion: The first post is pretty much unreadable using dark theme unless I highlight everything. Not sure how many others use the dark theme but maybe use a different text colour? Share this post Link to post Share on other sites
pognivet 151 Posted November 15, 2019 i really like the look of the gui. really slick. hope you figure out the sell aspect of it soon. would love to use this for a single-player STALKER mission. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted January 19, 2020 This is the slickest UI I've seen for Arma 3 so far! Amazing job! Can we get a Inventory/Ammobox version to display and transfer the contents of containers from one to the other faster. That feature would be a god send in Antistasy/Overtrow type missions where you must move around thousands of weapons and items. Share this post Link to post Share on other sites
Sorrow117 0 Posted January 22, 2020 I need a tutorial for a noob to add money to every enemy IA kill no matter the way they was spawned... step by step please... 😥 EDIT: Fixed !! but its possible to add vehicles with more money ? Share this post Link to post Share on other sites
Sorrow117 0 Posted January 22, 2020 How to enable persistency of this mod ? Money seems to not be saved Share this post Link to post Share on other sites
Blaq G-Sus 5 Posted March 5, 2020 On 1/22/2020 at 11:59 PM, Sorrow117 said: How to enable persistency of this mod ? Money seems to not be saved Check out the post from ghost sniper: I used the script from ghost sniper, but modified it a little bit. I created an evenhandler to save money when a player presses 'ESC', instead of saving with mouse scroll and click. How to: 1: Add this script to initplayerlocal.sqf: [] execVM "savedb.sqf"; private ["_player"]; _player =_this select 0; waitUntil {!isNull _player}; if (isNil {profileNamespace getVariable "HALs_money_funds"}) then { profileNamespace setVariable ["HALs_money_funds", 0]; }; _profile = (profileNamespace getVariable "HALs_money_funds"); _player setVariable ["HALs_money_funds", _profile]; 2: Save this script as savedb.sqf: [] spawn { waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", { if(_this select 1 == 1) //number 5 then { [] execVM "autosave.sqf"; }; }]; }; 3: Save this script as autosave.sqf: _moneys = (player getVariable "HALs_money_funds"); profileNamespace setVariable ["HALs_money_funds", _moneys]; // Each time a player press 'Esc' money will be saved. Saved money is loaded when a player connects to the server. Share this post Link to post Share on other sites
Blaq G-Sus 5 Posted March 5, 2020 (edited) Updated: Make enemies drop cash on death, that players can pick up:Init.sqf: if (isServer) then { { _unit = _x; addMissionEventHandler ["entityKilled", { _this spawn { params ["_unit"]; _suitcase = "Land_Money_F" createVehicle (getpos _unit); [_suitcase,["<t color='#FF0000'>Pick up money</t>","addons\PlayerEvents\Tasks\cash\cashdrop.sqf",[],1,true,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; } } ]; } forEach (allUnits select {side _x == EAST}); }; cashdrop.sqf: params ["_suitcase","_caller","_id"]; [_caller, 250] call HALs_money_fnc_addFunds; hint "+250$"; [_suitcase,_id] remoteExec ["removeAction"]; deleteVehicle _suitcase; _suitcase removeAction 0; sleep 5; hintSilent ""; I'm still learning.. To be able to limit the addaction distance i had to split the scripts into two parts. If anyone knows how to run all of it from init.sqf + add target distance on the addaction, please drop a hint. Edited March 28, 2020 by Blaq G-Sus corr Share this post Link to post Share on other sites