accuracythruvolume 547 Posted October 22, 2018 On 10/20/2018 at 8:30 AM, 7erra said: Err what exactly is this PA? http://www.armaholic.com/page.php?id=27021 Allows access to the Virtual Arsenal anywhere at any time. Share this post Link to post Share on other sites
7erra 629 Posted October 22, 2018 Ah yeah after a look at the code this is what's causing the arsenal to be unlimited: //init.sqf _keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 22) then {['Open', true] call BIS_fnc_arsenal;}"]; The parameter true causes the arsenal to be unlimited and there is no way of preventing this. If you need an arsenal for the player throughout the mission consider adding it locally with an addAction: //initPlayerLocal.sqf params ["_player","_didJIP"]; _player addAction ["Personal Arsenal",{[] spawn BIS_fnc_arsenal;}]; Tbh the code of the addon is really simple and can also be achieved in a script. Share this post Link to post Share on other sites
accuracythruvolume 547 Posted October 25, 2018 Perhaps you can limit people who would cheat access to everything by making anything without a defined prices to be like 100,000 by default. Therefore if they cheat their way to an open arsenal, they still won't be able to buy stuff they shouldn't? Share this post Link to post Share on other sites
bombajack 11 Posted October 26, 2018 Hi, I change in config.cfg money variable from another mod,but if i find some money in loot,nothing happend in my Arsenal wallet. Any idea what i do Wrong? Share this post Link to post Share on other sites
MoaB 14 Posted October 26, 2018 Hi, I have a problem with configuring the shop. This is, what my _costArray looks like: _costArray = [// add your entries in the format >"classname",cost< "arifle_AK12_F",100, "arifle_AKM_F",50, "arifle_MX_F",75, "hgun_P07_F",20, "optic_DMS",10, "optic_ACO_grn",5, "B_AssaultPack_mcamo",25, "U_B_CombatUniform_mcam",15, "30Rnd_762x39_Mag_F",5, "30Rnd_65x39_caseless_mag",13, "rhs_weapon_pya",300, "rhs_weapon_makarov_pm",200, "rhsusf_weapon_m1911a1",350, "Weapon_hgun_Pistol_01_F",200, "rhs_mag_9x19_17",50, "rhs_mag_9x18_8_57N181S",50, "rhsusf_mag_7x45acp_MHP",55, "10Rnd_9x21_Mag",50 ]; The upper part makes the listet items show up. The pistols I added are nowhere to be seen. Any idea why? Share this post Link to post Share on other sites
7erra 629 Posted October 26, 2018 (edited) On 25.10.2018 at 4:24 AM, accuracythruvolume said: Perhaps you can limit people who would cheat access to everything by making anything without a defined prices to be like 100,000 by default. I will add a piece of code so that you can only access the modifed arsenal instead of a full one. Any arsenal which has access to not registered items will close immediately. 11 hours ago, bombajack said: Hi, I change in config.cfg money variable from another mod,but if i find some money in loot,nothing happend in my Arsenal wallet. Any idea what i do Wrong? When you are saying that you find the money in the loot do you mean it as an item? Like Ravage money? 2 hours ago, MoaB said: The upper part makes the listet items show up. The pistols I added are nowhere to be seen. Any idea why? You are using the config classes from CfgVehicles (the weapons which will show when being put on the ground). Use the classes from CfgWeapons and CfgMagazines instead. Edited October 26, 2018 by 7erra reply to accuracythruvolume Share this post Link to post Share on other sites
MoaB 14 Posted October 26, 2018 Thanks, I had not noticed there's a difference. Share this post Link to post Share on other sites
bombajack 11 Posted October 28, 2018 On 26. 10. 2018 at 9:47 PM, 7erra said: When you are saying that you find the money in the loot do you mean it as an item? Like Ravage money? Yes..Its not Ravage but yes,Its item from ZKitems mod.Classname named zk_money. Share this post Link to post Share on other sites
7erra 629 Posted October 28, 2018 3 hours ago, bombajack said: Yes..Its not Ravage but yes,Its item from ZKitems mod.Classname named zk_money. Hmmm that makes the problem a bit more complicated. I might have a solution but it will take some time since I'm currently busy. The basic idea is to count the items in the inventory and set a money variable on the player and upon buying something the money gets removed. Share this post Link to post Share on other sites
bombajack 11 Posted October 30, 2018 On 28. 10. 2018 at 4:03 PM, 7erra said: Hmmm that makes the problem a bit more complicated. I might have a solution but it will take some time since I'm currently busy. The basic idea is to count the items in the inventory and set a money variable on the player and upon buying something the money gets removed. "TER_money" variable is item? What happened if i add to loot list? Share this post Link to post Share on other sites
accuracythruvolume 547 Posted November 7, 2018 On 10/30/2018 at 8:07 AM, bombajack said: "TER_money" variable is item? What happened if i add to loot list? It's a variable that gets set on players to track their cash. I renamed it in my mission to a type I was using for other stores so they are all tied together and it worked without any issue. You should be able to rename it whatever the mission uses to track player money. Share this post Link to post Share on other sites
bombajack 11 Posted November 7, 2018 8 hours ago, accuracythruvolume said: It's a variable that gets set on players to track their cash. I renamed it in my mission to a type I was using for other stores so they are all tied together and it worked without any issue. You should be able to rename it whatever the mission uses to track player money. How? For example:i have money from mod named zk_money.I rename TER_money to ZK_money.If i find money in loot have it in inventory.Ok.But if i open VAS my cash in shop is 0. Share this post Link to post Share on other sites
7erra 629 Posted November 8, 2018 2 hours ago, bombajack said: i have money from mod named zk_money.I rename TER_money to ZK_money.If i find money in loot have it in inventory.Ok.But if i open VAS my cash in shop is 0. Thats not how it works. The TER_money variable is set on the player with player setVariable ["TER_money",1000]; while zk_money is an item. The current amount can be returned with {_x == "zk_money"} count items player; To make it work you'd have to modify the code though. Eg (not tested): //initArsenal.sqf //line 22ish _currentCash = {_x == "zk_money"} count items player; player setVariable ["TER_money",_currentCash]; //... And to remove money (again untested): //arsenalEH.sqf //line 24 case "buy":{ // buy button pressed _ehArgs params ["_control"]; _newBalance = _PLAYER_MONEY -_CURRENTCOST; if (_newBalance >= 0) then { // add new loadout and close arsenal to reload values for "_i" from 1 to _CURRENTCOST do {player removeItem "zk_money";}; _display setVariable ["loadoutOwned",getUnitLoadout player]; _display closeDisplay 2; ["#(argb,8,8,3)color(0,0,0,1)",false,nil,0,[0,0.5]] call BIS_fnc_textTiles; hint format ["Transaction successful\nYour new balance is %1 %2",_newBalance,TER_moneyUnit]; } else { // not enough money, do nothing systemChat "Not enough money"; }; }; 1 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted November 9, 2018 ??? config line 5: TER_moneyVariable = "Rename to your variable here"; // name of the money variable Done and done.... Share this post Link to post Share on other sites
HazJ 1289 Posted November 9, 2018 On 11/7/2018 at 10:25 PM, bombajack said: How? For example:i have money from mod named zk_money.I rename TER_money to ZK_money.If i find money in loot have it in inventory.Ok.But if i open VAS my cash in shop is 0. Isn't that an actual item though where as this is virtual and variable with amount. Share this post Link to post Share on other sites
bombajack 11 Posted November 9, 2018 On 8. 11. 2018 at 1:40 AM, 7erra said: Thats not how it works. The TER_money variable is set on the player with player setVariable ["TER_money",1000]; while zk_money is an item. The current amount can be returned with {_x == "zk_money"} count items player; To make it work you'd have to modify the code though. Eg (not tested): //initArsenal.sqf //line 22ish _currentCash = {_x == "zk_money"} count items player; player setVariable ["TER_money",_currentCash]; //... And to remove money (again untested): //arsenalEH.sqf //line 24 case "buy":{ // buy button pressed _ehArgs params ["_control"]; _newBalance = _PLAYER_MONEY -_CURRENTCOST; if (_newBalance >= 0) then { // add new loadout and close arsenal to reload values for "_i" from 1 to _CURRENTCOST do {player removeItem "zk_money";}; _display setVariable ["loadoutOwned",getUnitLoadout player]; _display closeDisplay 2; ["#(argb,8,8,3)color(0,0,0,1)",false,nil,0,[0,0.5]] call BIS_fnc_textTiles; hint format ["Transaction successful\nYour new balance is %1 %2",_newBalance,TER_moneyUnit]; } else { // not enough money, do nothing systemChat "Not enough money"; }; }; Thank you.I will test and give feedback..? Share this post Link to post Share on other sites
bombajack 11 Posted November 18, 2018 Working it perfect! Thank you Share this post Link to post Share on other sites
accuracythruvolume 547 Posted December 19, 2018 There's s Huuuuge bug in the system where is if you switch between a gun and empty (no gun), it keeps adding the negative cost of the weapon. Go back and forth a bunch and players can make cash rain from nowhere Share this post Link to post Share on other sites
davidoss 552 Posted December 21, 2018 Hi @7erra. Your arsenal is very cool and i will to use it but for some reason cant add mines into arsenal. They are not displayed in arsenal. part of huge TER_costArray: .... "atmine_range_mag",107, "apersmine_range_mag",106, "apersboundingmine_range_mag",106, "slamdirectionalmine_wire_mag",97, "aperstripmine_wire_mag",78, "claymoredirectionalmine_remote_mag",103, "satchelcharge_remote_mag",76, "democharge_remote_mag",77, "iedurbanbig_remote_mag",120, "iedlandbig_remote_mag",83, "iedurbansmall_remote_mag",92, "iedlandsmall_remote_mag",109, .... Can you look into this? @edit: NVM i fixed this on my self: case "Mine": {"Item"}; should be case "Mine": {"Magazine"}; in line 51 of fn_addArsenal.sqf 1 Share this post Link to post Share on other sites
7erra 629 Posted December 23, 2018 So just to keep you guys up-to-date what is currently happening: Due to RL stress I am not really able to work on any projects. Still, I am trying to get out the VASS v2 which will include a new approach to handling the calculation of costs. It is a quite complicated buisness as I am modifying the code from BI and you know what they say: Quote What a developer can accomplish in a week, two developers can do in two weeks See you, 7erra 3 1 Share this post Link to post Share on other sites
LoOni3r 6 Posted December 28, 2018 hi, i have a problem with CfgGlasses.. //_glasses = ["G_Spectacles","G_Spectacles_Tinted","G_Combat","G_Lowprofile","G_Shades_Black","G_Shades_Green","G_Shades_Red","G_Squares","G_Squares_Tinted","G_Sport_BlackWhite","G_Sport_Blackyellow","G_Sport_Greenblack","G_Sport_Checkered","G_Sport_Red","G_Tactical_Black","G_Aviator","G_Lady_Blue","G_Diving","G_B_Diving","G_O_Diving","G_I_Diving","G_Goggles_VR","G_Balaclava_blk","G_Balaclava_oli","G_Balaclava_combat","G_Balaclava_lowprofile","G_Bandanna_blk","G_Bandanna_oli","G_Bandanna_khk","G_Bandanna_tan","G_Bandanna_beast","G_Bandanna_shades","G_Bandanna_sport","G_Bandanna_aviator","G_Shades_Blue","G_Sport_Blackred","G_Tactical_Clear","G_Balaclava_TI_blk_F","G_Balaclava_TI_tna_F","G_Balaclava_TI_G_blk_F","G_Balaclava_TI_G_tna_F","G_Combat_Goggles_tna_F","G_Respirator_white_F","G_Respirator_yellow_F","G_Respirator_blue_F","G_EyeProtectors_F","G_EyeProtectors_Earpiece_F","G_WirelessEarpiece_F"]; _costArrayglasses = ["G_Respirator_blue_F",1337]; _costArray = _costArray + _costArrayglasses; it should be displayed... Category glasses nothing is listed. no error message. Weapon, Vests,Uniforms.. is working Does somebody has any idea? Many Thanks edit: need a array with all CfgWeapons Items. can someone give me this array? edit 2: for all who want it: _costArray = []; // Primary Weapon & Magazines _primaryWeapons = ["srifle_DMR_01_F","srifle_DMR_01_ACO_F","srifle_DMR_01_MRCO_F","srifle_DMR_01_SOS_F","srifle_DMR_01_DMS_F","srifle_DMR_01_DMS_snds_F","srifle_DMR_01_ARCO_F","srifle_EBR_F","srifle_EBR_ACO_F","srifle_EBR_MRCO_pointer_F","srifle_EBR_ARCO_pointer_F","srifle_EBR_SOS_F","srifle_EBR_ARCO_pointer_snds_F","srifle_EBR_DMS_F","srifle_EBR_Hamr_pointer_F","srifle_EBR_DMS_pointer_snds_F","srifle_GM6_F","srifle_GM6_SOS_F","srifle_GM6_LRPS_F","srifle_GM6_camo_F","srifle_GM6_camo_SOS_F","srifle_GM6_camo_LRPS_F","srifle_LRR_F","srifle_LRR_SOS_F","srifle_LRR_LRPS_F","srifle_LRR_camo_F","srifle_LRR_camo_SOS_F","srifle_LRR_camo_LRPS_F","LMG_Mk200_F","LMG_Mk200_MRCO_F","LMG_Mk200_pointer_F","LMG_Zafir_F","LMG_Zafir_pointer_F","LMG_Zafir_ARCO_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Katiba_C_ACO_pointer_F","arifle_Katiba_C_ACO_F","arifle_Katiba_ACO_F","arifle_Katiba_pointer_F","arifle_Katiba_ACO_pointer_F","arifle_Katiba_ARCO_F","arifle_Katiba_ARCO_pointer_F","arifle_Katiba_GL_ACO_F","arifle_Katiba_GL_ARCO_pointer_F","arifle_Katiba_GL_ACO_pointer_F","arifle_Katiba_GL_Nstalker_pointer_F","arifle_Katiba_GL_ACO_pointer_snds_F","arifle_Katiba_C_ACO_pointer_snds_F","arifle_Katiba_ACO_pointer_snds_F","arifle_Katiba_ARCO_pointer_snds_F","arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F","arifle_Mk20C_ACO_F","arifle_Mk20C_ACO_pointer_F","arifle_Mk20_pointer_F","arifle_Mk20_Holo_F","arifle_Mk20_ACO_F","arifle_Mk20_ACO_pointer_F","arifle_Mk20_MRCO_F","arifle_Mk20_MRCO_plain_F","arifle_Mk20_MRCO_pointer_F","arifle_Mk20_GL_MRCO_pointer_F","arifle_Mk20_GL_ACO_F","arifle_MXC_F","arifle_MX_F","arifle_MX_GL_F","arifle_MX_SW_F","arifle_MXM_F","arifle_MX_pointer_F","arifle_MX_Holo_pointer_F","arifle_MX_Hamr_pointer_F","arifle_MX_ACO_pointer_F","arifle_MX_ACO_F","arifle_MX_GL_ACO_F","arifle_MX_GL_ACO_pointer_F","arifle_MX_GL_Hamr_pointer_F","arifle_MXC_Holo_F","arifle_MXC_Holo_pointer_F","arifle_MX_SW_pointer_F","arifle_MX_SW_Hamr_pointer_F","arifle_MXM_Hamr_pointer_F","arifle_MXC_ACO_F","arifle_MXC_Holo_pointer_snds_F","arifle_MXC_SOS_point_snds_F","arifle_MXC_ACO_pointer_snds_F","arifle_MXC_ACO_pointer_F","arifle_MX_ACO_pointer_snds_F","arifle_MX_RCO_pointer_snds_F","arifle_MX_GL_Holo_pointer_snds_F","arifle_MXM_SOS_pointer_F","arifle_MXM_RCO_pointer_snds_F","arifle_MXM_DMS_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_MX_GL_Black_F","arifle_MX_SW_Black_F","arifle_MXM_Black_F","arifle_MX_GL_Black_Hamr_pointer_F","arifle_MX_Black_Hamr_pointer_F","arifle_MX_SW_Black_Hamr_pointer_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_TRG20_Holo_F","arifle_TRG20_ACO_pointer_F","arifle_TRG20_ACO_Flash_F","arifle_TRG20_ACO_F","arifle_TRG21_ACO_pointer_F","arifle_TRG21_ARCO_pointer_F","arifle_TRG21_MRCO_F","arifle_TRG21_GL_MRCO_F","arifle_TRG21_GL_ACO_pointer_F","hgun_PDW2000_F","hgun_PDW2000_snds_F","hgun_PDW2000_Holo_F","hgun_PDW2000_Holo_snds_F","SMG_01_F","SMG_01_Holo_F","SMG_01_Holo_pointer_snds_F","SMG_01_ACO_F","SMG_02_F","SMG_02_ACO_F","SMG_02_ARCO_pointg_F","srifle_DMR_01_DMS_BI_F","srifle_DMR_01_DMS_snds_BI_F","srifle_DMR_02_F","srifle_DMR_02_camo_F","srifle_DMR_02_sniper_F","srifle_DMR_02_ACO_F","srifle_DMR_02_MRCO_F","srifle_DMR_02_SOS_F","srifle_DMR_02_DMS_F","srifle_DMR_02_sniper_AMS_LP_S_F","srifle_DMR_02_camo_AMS_LP_F","srifle_DMR_02_ARCO_F","srifle_DMR_03_F","srifle_DMR_03_khaki_F","srifle_DMR_03_tan_F","srifle_DMR_03_multicam_F","srifle_DMR_03_woodland_F","srifle_DMR_03_ACO_F","srifle_DMR_03_MRCO_F","srifle_DMR_03_SOS_F","srifle_DMR_03_DMS_F","srifle_DMR_03_tan_AMS_LP_F","srifle_DMR_03_DMS_snds_F","srifle_DMR_03_ARCO_F","srifle_DMR_03_AMS_F","srifle_DMR_04_F","srifle_DMR_04_Tan_F","srifle_DMR_04_ACO_F","srifle_DMR_04_MRCO_F","srifle_DMR_04_SOS_F","srifle_DMR_04_DMS_F","srifle_DMR_04_ARCO_F","srifle_DMR_04_NS_LP_F","srifle_DMR_05_blk_F","srifle_DMR_05_hex_F","srifle_DMR_05_tan_f","srifle_DMR_05_ACO_F","srifle_DMR_05_MRCO_F","srifle_DMR_05_SOS_F","srifle_DMR_05_DMS_F","srifle_DMR_05_KHS_LP_F","srifle_DMR_05_DMS_snds_F","srifle_DMR_05_ARCO_F","srifle_DMR_06_camo_F","srifle_DMR_06_olive_F","srifle_DMR_06_camo_khs_F","srifle_EBR_MRCO_LP_BI_F","LMG_Mk200_LP_BI_F","LMG_Mk200_BI_F","MMG_01_hex_F","MMG_01_tan_F","MMG_01_hex_ARCO_LP_F","MMG_02_camo_F","MMG_02_black_F","MMG_02_sand_F","MMG_02_sand_RCO_LP_F","MMG_02_black_RCO_BI_F","arifle_MXM_DMS_LP_BI_snds_F","arifle_MXM_Hamr_LP_BI_F","SMG_03_TR_black","SMG_03_TR_camo","SMG_03_TR_khaki","SMG_03_TR_hex","SMG_03C_TR_black","SMG_03C_TR_camo","SMG_03C_TR_khaki","SMG_03C_TR_hex","SMG_03_black","SMG_03_camo","SMG_03_khaki","SMG_03_hex","SMG_03C_black","SMG_03C_camo","SMG_03C_khaki","SMG_03C_hex","arifle_MX_khk_F","arifle_MX_khk_ACO_Pointer_F","arifle_MX_khk_Holo_Pointer_F","arifle_MX_khk_Hamr_Pointer_F","arifle_MX_khk_Hamr_Pointer_Snds_F","arifle_MX_khk_Pointer_F","arifle_MX_khk_ACO_Pointer_Snds_F","arifle_MX_GL_khk_F","arifle_MX_GL_khk_ACO_F","arifle_MX_GL_khk_Hamr_Pointer_F","arifle_MX_GL_khk_Holo_Pointer_Snds_F","arifle_MX_SW_khk_F","arifle_MX_SW_khk_Pointer_F","arifle_MXC_khk_F","arifle_MXC_khk_Holo_Pointer_F","arifle_MXC_khk_ACO_F","arifle_MXC_khk_ACO_Pointer_Snds_F","arifle_MXM_khk_F","arifle_MXM_khk_MOS_Pointer_Bipod_F","arifle_MXM_khk_MOS_Pointer_Bipod_Snds_F","srifle_LRR_tna_F","srifle_LRR_tna_LRPS_F","srifle_GM6_ghex_F","srifle_GM6_ghex_LRPS_F","srifle_DMR_07_blk_F","srifle_DMR_07_hex_F","srifle_DMR_07_ghex_F","srifle_DMR_07_blk_DMS_F","srifle_DMR_07_blk_DMS_Snds_F","LMG_03_F","LMG_03_Vehicle_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F","arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_hex_F","arifle_CTAR_ghex_F","arifle_CTAR_GL_blk_F","arifle_CTAR_GL_hex_F","arifle_CTAR_GL_ghex_F","arifle_CTAR_blk_ACO_Pointer_F","arifle_CTAR_blk_Pointer_F","arifle_CTAR_blk_ACO_F","arifle_CTAR_GL_blk_ACO_F","arifle_CTAR_GL_blk_ARCO_Pointer_F","arifle_CTAR_blk_ARCO_Pointer_F","arifle_CTAR_blk_ACO_Pointer_Snds_F","arifle_CTAR_GL_blk_ACO_Pointer_Snds_F","arifle_CTAR_blk_ARCO_Pointer_Snds_F","arifle_CTAR_blk_ARCO_F","arifle_CTARS_blk_F","arifle_CTARS_hex_F","arifle_CTARS_ghex_F","arifle_CTARS_blk_Pointer_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F","arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F","arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F","SMG_05_F","B_Patrol_Soldier_Leader_weapon_F","B_Patrol_Soldier_Operator_weapon_F","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Medic_weapon_F","B_Patrol_Soldier_Autorifleman_weapon_F","B_Patrol_Soldier_MachineGunner_weapon_F","B_Patrol_Soldier_HeavyGunner_weapon_F","B_Patrol_Soldier_Carrier_weapon_F","B_Patrol_Soldier_Specialist_weapon_F","arifle_CTAR_blk_flash_F","arifle_CTAR_blk_aco_flash_F","arifle_CTAR_blk_arco_flash_F","arifle_CTARS_blk_flash_F","arifle_CTAR_GL_blk_aco_flash_F","arifle_CTAR_GL_blk_arco_flash_F","srifle_DMR_07_blk_F_arco_flash_F","SMG_02_flash_F"]; _cnt = count _primaryWeapons; for "_i" from 1 to _cnt do { // Primary Weapon _selectWeapon = _primaryWeapons select _i - 1; _getmassWeapon = getNumber(configFile >> "CfgWeapons" >> _selectWeapon >> "WeaponSlotsInfo" >> "mass"); _priceWeapon = _getmassWeapon * 10; _costArrayWeapon = [_selectWeapon,_priceWeapon]; _costArray = _costArray + _costArrayWeapon; // Magazines _magazines = ((configFile >> "CfgWeapons" >> _selectWeapon >> "magazines") call BIS_fnc_GetCfgData) select 0; _getmassmagazines = getNumber(configfile >> "CfgMagazines" >> _magazines >> "mass"); _pricemagazines = _getmassmagazines * 3; _costArraymagazines = [_magazines,_pricemagazines]; _costArray = _costArray + _costArraymagazines; }; // Secondary Weapon & Magazines _SecondaryWeapons = ["launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F","launch_RPG32_ghex_F","launch_RPG7_F","launch_B_Titan_tna_F","launch_B_Titan_short_tna_F","launch_O_Titan_ghex_F","launch_O_Titan_short_ghex_F","launch_MRAWS_olive_F","launch_MRAWS_olive_rail_F","launch_MRAWS_green_F","launch_MRAWS_green_rail_F","launch_MRAWS_sand_F","launch_MRAWS_sand_rail_F","launch_O_Vorona_brown_F","launch_O_Vorona_green_F"]; _cnt = count _SecondaryWeapons; for "_i" from 1 to _cnt do { // Secondary Weapon _selectWeapon = _secondaryWeapons select _i - 1; _getmassWeapon = getNumber(configFile >> "CfgWeapons" >> _selectWeapon >> "WeaponSlotsInfo" >> "mass"); _priceWeapon = _getmassWeapon * 30; _costArrayWeapon = [_selectWeapon,_priceWeapon]; _costArray = _costArray + _costArrayWeapon; // Magazines _magazines = ((configFile >> "CfgWeapons" >> _selectWeapon >> "magazines") call BIS_fnc_GetCfgData) select 0; _getmassmagazines = getNumber(configfile >> "CfgMagazines" >> _magazines >> "mass"); _pricemagazines = _getmassmagazines * 3; _costArraymagazines = [_magazines,_pricemagazines]; _costArray = _costArray + _costArraymagazines; }; // Handguns _handgunsWeapons = ["hgun_ACPC2_F","hgun_ACPC2_snds_F","hgun_P07_F","hgun_P07_snds_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_01_snds_F","hgun_Pistol_heavy_01_MRD_F","hgun_Pistol_heavy_02_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F","hgun_Rook40_snds_F","hgun_Pistol_Signal_F","hgun_P07_khk_F","hgun_Pistol_01_F","B_Patrol_Soldier_Pistol_F"]; _cnt = count _handgunsWeapons; for "_i" from 1 to _cnt do { // Handguns Weapon _selectWeapon = _handgunsWeapons select _i - 1; _getmassWeapon = getNumber(configFile >> "CfgWeapons" >> _selectWeapon >> "WeaponSlotsInfo" >> "mass"); _priceWeapon = _getmassWeapon * 10; _costArrayWeapon = [_selectWeapon,_priceWeapon]; _costArray = _costArray + _costArrayWeapon; // Magazines _magazines = ((configFile >> "CfgWeapons" >> _selectWeapon >> "magazines") call BIS_fnc_GetCfgData) select 0; _getmassmagazines = getNumber(configfile >> "CfgMagazines" >> _magazines >> "mass"); _pricemagazines = _getmassmagazines * 3; _costArraymagazines = [_magazines,_pricemagazines]; _costArray = _costArray + _costArraymagazines; }; // Vests _vests = ["V_Rangemaster_belt","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_rgr","V_BandollierB_blk","V_BandollierB_oli","V_PlateCarrier1_rgr","V_PlateCarrier2_rgr","V_PlateCarrier2_blk","V_PlateCarrierGL_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrier1_blk","V_PlateCarrierSpec_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_Chestrig_khk","V_Chestrig_rgr","V_Chestrig_blk","V_Chestrig_oli","V_TacVest_khk","V_TacVest_brn","V_TacVest_oli","V_TacVest_blk","V_TacVest_camo","V_TacVest_blk_POLICE","V_TacVestIR_blk","V_HarnessO_brn","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessOGL_gry","V_PlateCarrierIA1_dgtl","V_PlateCarrierIA2_dgtl","V_PlateCarrierIAGL_dgtl","V_PlateCarrierIAGL_oli","V_RebreatherB","V_RebreatherIR","V_RebreatherIA","V_PlateCarrier_Kerry","V_PlateCarrierL_CTRG","V_PlateCarrierH_CTRG","V_I_G_resistanceLeader_F","V_Press_F","V_TacChestrig_grn_F","V_TacChestrig_oli_F","V_TacChestrig_cbr_F","V_PlateCarrier1_tna_F","V_PlateCarrier2_tna_F","V_PlateCarrierSpec_tna_F","V_PlateCarrierGL_tna_F","V_HarnessO_ghex_F","V_HarnessOGL_ghex_F","V_BandollierB_ghex_F","V_TacVest_gen_F","V_PlateCarrier1_rgr_noflag_F","V_PlateCarrier2_rgr_noflag_F","V_DeckCrew_yellow_F","V_DeckCrew_blue_F","V_DeckCrew_green_F","V_DeckCrew_red_F","V_DeckCrew_white_F","V_DeckCrew_brown_F","V_DeckCrew_violet_F","V_Plain_medical_F","V_Plain_crystal_F","V_Pocketed_olive_F","V_Pocketed_coyote_F","V_Pocketed_black_F","V_Safety_yellow_F","V_Safety_orange_F","V_Safety_blue_F","V_LegStrapBag_black_F","V_LegStrapBag_coyote_F","V_LegStrapBag_olive_F","V_EOD_blue_F","V_EOD_olive_F","V_EOD_coyote_F","V_EOD_IDAP_blue_F"]; _cnt = count _vests; for "_i" from 1 to _cnt do { // Vests _selectVests = _vests select _i - 1; _getmassVests = getNumber(configFile >> "CfgWeapons" >> _selectVests >> "iteminfo" >> "mass"); _priceVests = _getmassVests * 10; _costArrayVests = [_selectVests,_priceVests]; _costArray = _costArray + _costArrayVests; }; // Uniforms _uniforms = ["U_B_CombatUniform_mcam","U_B_CombatUniform_mcam_tshirt","U_B_CombatUniform_mcam_vest","U_B_GhillieSuit","U_B_HeliPilotCoveralls","U_B_Wetsuit","U_O_CombatUniform_ocamo","U_O_GhillieSuit","U_O_PilotCoveralls","U_O_Wetsuit","U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_stripped","U_C_Poloshirt_tricolour","U_C_Poloshirt_salmon","U_C_Poloshirt_redwhite","U_Rangemaster","U_OrestesBody","U_B_CombatUniform_mcam_worn","U_B_PilotCoveralls","U_O_CombatUniform_oucamo","U_O_SpecopsUniform_ocamo","U_O_OfficerUniform_ocamo","U_I_CombatUniform","U_I_CombatUniform_shortsleeve","U_I_pilotCoveralls","U_I_HeliPilotCoveralls","U_I_GhillieSuit","U_I_OfficerUniform","U_I_Wetsuit","U_Competitor","U_BG_Guerilla1_1","U_BG_Guerilla2_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1","U_BG_leader","U_C_Poor_1","U_C_WorkerCoveralls","U_C_HunterBody_grn","U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3","U_B_survival_uniform","U_I_G_Story_Protagonist_F","U_I_G_resistanceLeader_F","U_C_Journalist","U_C_Scientist","U_B_Protagonist_VR","U_O_Protagonist_VR","U_I_Protagonist_VR","U_C_Protagonist_VR","U_BG_Guerrilla_6_1","U_C_Driver_1","U_C_Driver_2","U_C_Driver_3","U_C_Driver_4","U_Marshal","U_C_Driver_1_black","U_C_Driver_1_blue","U_C_Driver_1_green","U_C_Driver_1_red","U_C_Driver_1_white","U_C_Driver_1_yellow","U_C_Driver_1_orange","U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard","U_B_T_Soldier_F","U_B_T_Soldier_AR_F","U_B_T_Soldier_SL_F","U_B_T_Sniper_F","U_B_T_FullGhillie_tna_F","U_B_CTRG_Soldier_F","U_B_CTRG_Soldier_2_F","U_B_CTRG_Soldier_3_F","U_B_GEN_Soldier_F","U_B_GEN_Commander_F","U_O_T_Soldier_F","U_O_T_Officer_F","U_O_T_Sniper_F","U_O_T_FullGhillie_tna_F","U_O_V_Soldier_Viper_F","U_O_V_Soldier_Viper_hex_F","U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_C_man_sport_1_F","U_C_man_sport_2_F","U_C_man_sport_3_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Man_casual_4_F","U_C_Man_casual_5_F","U_C_Man_casual_6_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F","U_C_IDAP_Man_shorts_F","U_C_IDAP_Man_casual_F","U_C_IDAP_Man_cargo_F","U_C_IDAP_Man_Tee_F","U_C_IDAP_Man_Jeans_F","U_C_IDAP_Man_TeeShorts_F","U_C_Paramedic_01_F","U_C_Mechanic_01_F","U_BG_Guerilla1_2_F","U_C_ConstructionCoverall_Red_F","U_C_ConstructionCoverall_Vrana_F","U_C_ConstructionCoverall_Black_F","U_C_ConstructionCoverall_Blue_F","U_O_officer_noInsignia_hex_F","U_Tank_green_F"]; _cnt = count _uniforms; for "_i" from 1 to _cnt do { // Uniforms _selectUniforms = _uniforms select _i - 1; _getmassUniforms = getNumber(configFile >> "CfgWeapons" >> _selectUniforms >> "iteminfo" >> "mass"); _priceUniforms = _getmassUniforms * 2; _costArrayUniforms = [_selectUniforms,_priceUniforms]; _costArray = _costArray + _costArrayUniforms; }; // BackPacks _backPacks = ["B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_mcamo","B_AssaultPack_ocamo","B_Kitbag_rgr","B_Kitbag_mcamo","B_Kitbag_sgg","B_Kitbag_cbr","B_Kitbag_tan","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk","B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr","B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr","B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_AssaultPack_Kerry","B_HMG_01_support_F","O_HMG_01_support_F","I_HMG_01_support_F","B_HMG_01_support_high_F","O_HMG_01_support_high_F","I_HMG_01_support_high_F","B_HMG_01_weapon_F","O_HMG_01_weapon_F","I_HMG_01_weapon_F","B_HMG_01_A_weapon_F","O_HMG_01_A_weapon_F","I_HMG_01_A_weapon_F","B_GMG_01_weapon_F","O_GMG_01_weapon_F","I_GMG_01_weapon_F","B_GMG_01_A_weapon_F","O_GMG_01_A_weapon_F","I_GMG_01_A_weapon_F","B_HMG_01_high_weapon_F","O_HMG_01_high_weapon_F","I_HMG_01_high_weapon_F","B_GMG_01_high_weapon_F","O_GMG_01_high_weapon_F","I_GMG_01_high_weapon_F","B_Mortar_01_support_F","O_Mortar_01_support_F","I_Mortar_01_support_F","B_Mortar_01_weapon_F","O_Mortar_01_weapon_F","I_Mortar_01_weapon_F","B_AA_01_weapon_F","O_AA_01_weapon_F","I_AA_01_weapon_F","B_AT_01_weapon_F","O_AT_01_weapon_F","I_AT_01_weapon_F","B_UAV_01_backpack_F","O_UAV_01_backpack_F","I_UAV_01_backpack_F","B_Respawn_TentDome_F","B_Respawn_TentA_F","B_Respawn_Sleeping_bag_F","B_Respawn_Sleeping_bag_blue_F","B_Respawn_Sleeping_bag_brown_F","B_Static_Designator_01_weapon_F","O_Static_Designator_02_weapon_F","B_Bergen_mcamo_F","B_Bergen_dgtl_F","B_Bergen_hex_F","B_Bergen_tna_F","B_AssaultPack_tna_F","B_Carryall_ghex_F","B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F","B_ViperHarness_oli_F","B_ViperLightHarness_blk_F","B_ViperLightHarness_ghex_F","B_ViperLightHarness_hex_F","B_ViperLightHarness_khk_F","B_ViperLightHarness_oli_F","B_Patrol_Respawn_bag_F","B_Messenger_Coyote_F","B_Messenger_Olive_F","B_Messenger_Black_F","B_Messenger_Gray_F","B_Messenger_IDAP_F","C_IDAP_UAV_01_backpack_F","B_UAV_06_backpack_F","O_UAV_06_backpack_F","I_UAV_06_backpack_F","C_IDAP_UAV_06_backpack_F","C_UAV_06_backpack_F","C_IDAP_UAV_06_antimine_backpack_F","B_UAV_06_medical_backpack_F","O_UAV_06_medical_backpack_F","I_UAV_06_medical_backpack_F","C_IDAP_UAV_06_medical_backpack_F","C_UAV_06_medical_backpack_F","B_LegStrapBag_black_F","B_LegStrapBag_coyote_F","B_LegStrapBag_olive_F"]; _cnt = count _backPacks; for "_i" from 1 to _cnt do { // BackPacks _selectbackPacks = _backPacks select _i - 1; _getmaximumLoadbackPacks = getNumber(configFile >> "cfgVehicles" >> _selectbackPacks >> "maximumLoad"); if (_getmaximumLoadbackPacks == 0) then { _pricebackPacks = 1250; _costArraybackPacks = [_selectbackPacks,_pricebackPacks]; _costArray = _costArray + _costArraybackPacks; }else{ _pricebackPacks = _getmaximumLoadbackPacks * 2; _costArraybackPacks = [_selectbackPacks,_pricebackPacks]; _costArray = _costArray + _costArraybackPacks; }; }; // Helmets _helmets = ["H_HelmetB","H_HelmetB_camo","H_HelmetB_light","H_Booniehat_khk","H_Booniehat_oli","H_Booniehat_mcamo","H_Booniehat_tan","H_Booniehat_dgtl","H_Booniehat_khk_hs","H_HelmetSpecB","H_HelmetSpecB_paint1","H_HelmetSpecB_paint2","H_HelmetSpecB_blk","H_HelmetSpecB_snakeskin","H_HelmetSpecB_sand","H_HelmetIA","H_HelmetB_grass","H_HelmetB_snakeskin","H_HelmetB_desert","H_HelmetB_black","H_HelmetB_sand","H_Cap_red","H_Cap_blu","H_Cap_oli","H_Cap_headphones","H_Cap_tan","H_Cap_blk","H_Cap_blk_CMMG","H_Cap_brn_SPECOPS","H_Cap_tan_specops_US","H_Cap_khaki_specops_UK","H_Cap_grn","H_Cap_grn_BI","H_Cap_blk_Raven","H_Cap_blk_ION","H_Cap_oli_hs","H_Cap_press","H_Cap_usblack","H_Cap_surfer","H_Cap_police","H_HelmetCrew_B","H_HelmetCrew_O","H_HelmetCrew_I","H_PilotHelmetFighter_B","H_PilotHelmetFighter_O","H_PilotHelmetFighter_I","H_PilotHelmetHeli_B","H_PilotHelmetHeli_O","H_PilotHelmetHeli_I","H_CrewHelmetHeli_B","H_CrewHelmetHeli_O","H_CrewHelmetHeli_I","H_HelmetO_ocamo","H_HelmetLeaderO_ocamo","H_MilCap_ocamo","H_MilCap_mcamo","H_MilCap_gry","H_MilCap_dgtl","H_MilCap_blue","H_HelmetB_light_grass","H_HelmetB_light_snakeskin","H_HelmetB_light_desert","H_HelmetB_light_black","H_HelmetB_light_sand","H_HelmetO_oucamo","H_HelmetLeaderO_oucamo","H_HelmetSpecO_ocamo","H_HelmetSpecO_blk","H_Bandanna_surfer","H_Bandanna_khk","H_Bandanna_khk_hs","H_Bandanna_cbr","H_Bandanna_sgg","H_Bandanna_sand","H_Bandanna_surfer_blk","H_Bandanna_surfer_grn","H_Bandanna_gry","H_Bandanna_blu","H_Bandanna_camo","H_Bandanna_mcamo","H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan","H_Beret_blk","H_Beret_02","H_Beret_Colonel","H_Watchcap_blk","H_Watchcap_cbr","H_Watchcap_khk","H_Watchcap_camo","H_StrawHat","H_StrawHat_dark","H_Hat_blue","H_Hat_brown","H_Hat_camo","H_Hat_grey","H_Hat_checker","H_Hat_tan","H_RacingHelmet_1_F","H_RacingHelmet_2_F","H_RacingHelmet_3_F","H_RacingHelmet_4_F","H_RacingHelmet_1_black_F","H_RacingHelmet_1_blue_F","H_RacingHelmet_1_green_F","H_RacingHelmet_1_red_F","H_RacingHelmet_1_white_F","H_RacingHelmet_1_yellow_F","H_RacingHelmet_1_orange_F","H_Cap_marshal","H_Helmet_Skate","H_HelmetB_TI_tna_F","H_HelmetO_ViperSP_hex_F","H_HelmetO_ViperSP_ghex_F","H_HelmetB_tna_F","H_HelmetB_Enh_tna_F","H_HelmetB_Light_tna_F","H_HelmetSpecO_ghex_F","H_HelmetLeaderO_ghex_F","H_HelmetO_ghex_F","H_HelmetCrew_O_ghex_F","H_MilCap_tna_F","H_MilCap_ghex_F","H_Booniehat_tna_F","H_Beret_gen_F","H_MilCap_gen_F","H_Hat_Safari_sand_F","H_Hat_Safari_olive_F","H_Construction_basic_yellow_F","H_Construction_basic_white_F","H_Construction_basic_orange_F","H_Construction_basic_red_F","H_Construction_basic_vrana_F","H_Construction_basic_black_F","H_Construction_earprot_yellow_F","H_Construction_earprot_white_F","H_Construction_earprot_orange_F","H_Construction_earprot_red_F","H_Construction_earprot_vrana_F","H_Construction_earprot_black_F","H_Construction_headset_yellow_F","H_Construction_headset_white_F","H_Construction_headset_orange_F","H_Construction_headset_red_F","H_Construction_headset_vrana_F","H_Construction_headset_black_F","H_EarProtectors_yellow_F","H_EarProtectors_white_F","H_EarProtectors_orange_F","H_EarProtectors_red_F","H_EarProtectors_black_F","H_HeadSet_yellow_F","H_HeadSet_white_F","H_HeadSet_orange_F","H_HeadSet_red_F","H_HeadSet_black_F","H_PASGT_basic_blue_press_F","H_PASGT_basic_blue_F","H_PASGT_basic_white_F","H_PASGT_basic_olive_F","H_PASGT_basic_black_F","H_PASGT_neckprot_blue_press_F","H_HeadBandage_stained_F","H_HeadBandage_clean_F","H_HeadBandage_bloody_F","H_Cap_White_IDAP_F","H_Cap_Orange_IDAP_F","H_Cap_Black_IDAP_F","H_WirelessEarpiece_F","H_Tank_black_F"]; _cnt = count _helmets; for "_i" from 1 to _cnt do { // Helmets _selecthelmets = _helmets select _i - 1; _getmasshelmets = getNumber(configFile >> "CfgWeapons" >> _selecthelmets >> "iteminfo" >> "mass"); _pricehelmets = _getmasshelmets * 4; _costArrayhelmets = [_selecthelmets,_pricehelmets]; _costArray = _costArray + _costArrayhelmets; }; // Glasses //_glasses = ["G_Spectacles","G_Spectacles_Tinted","G_Combat","G_Lowprofile","G_Shades_Black","G_Shades_Green","G_Shades_Red","G_Squares","G_Squares_Tinted","G_Sport_BlackWhite","G_Sport_Blackyellow","G_Sport_Greenblack","G_Sport_Checkered","G_Sport_Red","G_Tactical_Black","G_Aviator","G_Lady_Blue","G_Diving","G_B_Diving","G_O_Diving","G_I_Diving","G_Goggles_VR","G_Balaclava_blk","G_Balaclava_oli","G_Balaclava_combat","G_Balaclava_lowprofile","G_Bandanna_blk","G_Bandanna_oli","G_Bandanna_khk","G_Bandanna_tan","G_Bandanna_beast","G_Bandanna_shades","G_Bandanna_sport","G_Bandanna_aviator","G_Shades_Blue","G_Sport_Blackred","G_Tactical_Clear","G_Balaclava_TI_blk_F","G_Balaclava_TI_tna_F","G_Balaclava_TI_G_blk_F","G_Balaclava_TI_G_tna_F","G_Combat_Goggles_tna_F","G_Respirator_white_F","G_Respirator_yellow_F","G_Respirator_blue_F","G_EyeProtectors_F","G_EyeProtectors_Earpiece_F","G_WirelessEarpiece_F"]; //_cnt = count _glasses; //for "_i" from 1 to _cnt do { // Glasses // _selectglasses = _glasses select _i - 1; // _getmassglasses = getNumber(configFile >> "CfgWeapons" >> _selectglasses >> "mass"); // _priceglasses = _getmassglasses * 4; // _costArrayglasses = [_selectglasses,_priceglasses]; // _costArray = _costArray + _costArrayglasses; //}; //G_Respirator_blue_F // Items !! NOT COMPLETE !! _items = ["Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03","FirstAidKit","muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","optic_Arco","optic_Hamr","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg","optic_SOS","acc_flashlight","acc_pointer_IR","optic_MRCO","muzzle_snds_acp","optic_NVS","optic_Nightstalker","optic_tws","optic_tws_mg","optic_DMS","optic_Yorris","optic_MRD","optic_LRPS","I_UavTerminal","muzzle_snds_338_black","muzzle_snds_338_green","muzzle_snds_338_sand","muzzle_snds_93mmg","muzzle_snds_93mmg_tan","optic_AMS","optic_AMS_khk","optic_AMS_snd","optic_KHS_blk","optic_KHS_hex","optic_KHS_old","optic_KHS_tan","bipod_01_F_snd","bipod_01_F_blk","bipod_01_F_mtp","bipod_02_F_blk","bipod_02_F_tan","bipod_02_F_hex","bipod_03_F_blk","bipod_03_F_oli","O_NVGoggles_hex_F","O_NVGoggles_urb_F","O_NVGoggles_ghex_F","NVGoggles_tna_F","NVGogglesB_blk_F","NVGogglesB_grn_F","NVGogglesB_gry_F","Laserdesignator_01_khk_F","Laserdesignator_02_ghex_F","muzzle_snds_H_khk_F","muzzle_snds_H_snd_F","muzzle_snds_m_khk_F","muzzle_snds_m_snd_F","muzzle_snds_58_blk_F","muzzle_snds_58_wdm_F","muzzle_snds_58_ghex_F","muzzle_snds_58_hex_F","muzzle_snds_B_khk_F","muzzle_snds_B_snd_F","muzzle_snds_65_TI_blk_F","muzzle_snds_65_TI_hex_F","muzzle_snds_65_TI_ghex_F","muzzle_snds_H_MG_blk_F","muzzle_snds_H_MG_khk_F","optic_Arco_blk_F","optic_Arco_ghex_F","optic_DMS_ghex_F","optic_Hamr_khk_F","optic_ERCO_blk_F","optic_ERCO_khk_F","optic_ERCO_snd_F","optic_SOS_khk_F","optic_LRPS_tna_F","optic_LRPS_ghex_F","optic_Holosight_blk_F","optic_Holosight_khk_F","optic_Holosight_smg_blk_F","optic_Holosight_smg_khk_F","bipod_01_F_khk"]; _cnt = count _items; for "_i" from 1 to _cnt do { // Items _selectitems = _items select _i - 1; _getmassitems = getNumber(configFile >> "CfgWeapons" >> _selectitems >> "WeaponSlotsInfo" >> "mass"); _getmassitems2 = getNumber(configFile >> "CfgWeapons" >> _selectitems >> "iteminfo" >> "mass"); if (_getmassitems == 0) then { _priceitems = _getmassitems2 * 3; _costArrayitems= [_selectitems,_priceitems]; _costArray = _costArray + _costArrayitems; }else{ _priceitems = _getmassitems * 3; _costArrayitems= [_selectitems,_priceitems]; _costArray = _costArray + _costArrayitems; }; }; /* end of config */ Share this post Link to post Share on other sites
davidoss 552 Posted December 28, 2018 Glases are stored in CfgGlasses I added complete array automaticaly from config (no need to edit anything). Unfortunately there are 3 major problems that i need to solve maybe author can help with 1.arsenal shop throw error if player has something in bag for example: another uniform,vest, gun,scope 2.those backpack items are not displayed for trade (may need to create additional rsc) 3.couple of stuff not displayed in MP (config problem)? Share this post Link to post Share on other sites
LoOni3r 6 Posted December 28, 2018 If you have something you might have, but you would not have it. Then you would have something that you could not have, even though you had it. I could find no differences so far if I had a weapon / BackPacks, Vests or nothing. everything works except for this: _costArrayglasses = ["G_Respirator_blue_F",1337]; _costArray = _costArray + _costArrayglasses; Share this post Link to post Share on other sites
ArYxRayx 2 Posted January 4, 2019 Ok the script works almost. Weapons, Backpacks, Vests and so on Show up with Price. But as soon I Press onto the Backpack or Vest it shows me the Magazine and then a Red X next to it. Tried version 1.4. Can anyone tell me why it wont work? If I dont use this Addon and try it, it works. Share this post Link to post Share on other sites