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_RoosterCat_

Cost table information and assistance

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Hi, let me start off and say that this has been a journey. I've been able to finally figure out most of the cost table stuff besides a few things. been trying this off and on for a couple years now, and each time I've given up until now. Lets start off with the basics:

1: Generating a cost table
on the Wiki you can read into this, but ["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; is the example they use that is supposed to create a paste-able table, but when you run this code, or atleast when I did, I recieved an error. Turns out the code on the wiki is wrong, and it requires an additional open bracket to complete the line of code.
So it should look something like this
I highly recommend using any script-supported text editors like notepad++
[["A3_Characters_F_BLUFOR", "A3_Soft_F_MRAP_01"], "ods"] spawn BIS_fnc_exportCuratorCostTable; 
- You may interchange A3_Characters_F_BLUFOR and A3_Soft_F_MRAP_01 with any other addon Cfg Patch name. ex: "JLTS_characters_DroidUnits" (quotations needed for each Cfg.Patch)
If you don't know how to find Cfg Patch names:

  1. In Eden Editor go to "Tools" in the top left, then "{} Config Viewer".
  2. Locate by scrolling "CfgPatches".
  3. Here you will find all CfgPatch names. Scroll through and search for any that have a unit you recognize from an addon https://imgur.com/a/fFjBBsQ
  4. insert each CfgPatch name with quotes into the above code.
    ex: [["JLTS_characters_DroidUnits", "JLTS_characters_DroidArmor"], "ods"] spawn BIS_fnc_exportCuratorCostTable; 
  5. In notepad++ or whatever you use, save as init.sqf
  6. if you haven't created a mission yet or want to start fresh, start a new game and save it named as whatever you want.
  7. Locate that mission folder in C:\Users\"x"\OneDrive\Documents\Arma 3\missions and open it.
  8. Copy and paste the init.sqf you just created into the mission folder. (you can use the init.sqf for other scripts too so keep that in mind)
  9. open the mission through the editor and it can take anywhere from 30 seconds to 15 minutes, depending on systems and what you are generating. (This morning it took me 30 seconds but last night it took anywhere from 5-15 minutes)
  10. Once the mission loads, alt tab, then as per the wiki: 
    Quote

    2. Run OpenOffice Calc (or Microsoft Excel; use "xls" as a second param when calling the functions, as both programs are using different formula formatting)

    3. Paste the generated text into the spreadsheet

    I recomend OpenOffice Calc, I got it for free, but if you use Excel change out "ods" for "xls"


Just Ctrl + V the first box and boom. You have a generated Cost Table for all of your addon units that haven't been configured for zeus.

Change whatever values you want in the system, then follow the prompts from the wiki.
 

Quote

Scroll down to "Export" field

Copy all cells between // Generated by BIS_fnc_exportCuratorCostTable and the document end.


So an example of this would be:
https://imgur.com/a/IHxgivx

Now we need to open up init.sqf with our notepad++ or whatever you use, and remove the previous code that we used. 
in my example, I would Ctrl + C JLTS_characters_DroidUnits, and paste it into init.sqf. Go to the next line and repeat for JLTS_characters_DroidArmor.
The init.sqf will look something like this
https://imgur.com/a/haPjjwg (NOTE: the notepad is titled new 1, that's because my init.sqf is full of testing code right now. Make sure you have init.sqf as the name.)

I recommend we combine the two into one variable, as this is meant to be for the same zeus and it makes typing the final code out easier.
so taking my example code, in the next line input:
_CIS = [_JLTS_characters_DroidUnits + _JLTS_characters_DroidArmor] (_CIS can be any variable you decide)
this makes the value _CIS equal both variables.

Finally, we move on to importing it back into the game.
To my understanding, the final code on the next line should look like this:
[master_zeus,_CIS] call BIS_fnc_curatorObjectRegisteredTable; (master_zeus can be any variable named zeus)
https://imgur.com/a/To2no40



My issue is for anyone who might understand: I don't get any errors, but none of the units become available to use, when before the units showed up in zeus, just had incorrect costs.
After running this command, any available units before are no longer available (I have Game master set to addons present in scenario). Why are they disappearing from my zeus's ability to purchase/place them?
My final code looks like this: https://imgur.com/a/hIJu7Z1

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1 hour ago, _RoosterCat_ said:

My issue is for anyone who might understand: I don't get any errors, but none of the units become available to use, when before the units showed up in zeus, just had incorrect costs.
After running this command, any available units before are no longer available (I have Game master set to addons present in scenario). Why are they disappearing from my zeus's ability to purchase/place them?
My final code looks like this: https://imgur.com/a/hIJu7Z1

Grabbed Screenshots of in game issue:
Without code(functioning but unable to edit cost) : https://imgur.com/a/QWI0bYs
With code(no errors pop-up but no units visible) : https://imgur.com/a/9Atxsqj

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