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About hoverguy

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  1. Hello @Husker-71, You have to push the Y key to unlock/lock your vehicle. You can always swap interaction keys in the master config file HG_Config.h [Link] with ones of your choosing, look for lockUnlockKey on lines 39 and 111. Thanks for using SimpleShops.
  2. @Recaldy @pognivet Hi guys, wiki is back up https://github.com/Ppgtjmad/SimpleShops/wiki
  3. Hi everyone, Here's an updated version including houses, watch till the end... Thank you.
  4. Hi everyone, Yesterday I was talking to a friend of mine and we agreed that the Arma 3 action menu ain't that great or more generally: the way us, players, interact with the environment isn't that great, let's be honest. So I started to think about a way to improve the default interaction system and I decided to make my own. Later on that day, I came up with a little something that I decided to share a preview with you, the Arma 3 community. Let's have a look, shall we! Version #1 Version #2 - Houses Let me guys know what you think. Thank you.
  5. Hello @Recaldy 1) I don't get any stutters, I can't reproduce the issue using the mission that I provide without anything added but enemies with: [this] call HG_fnc_aiUnitSetup; In their respective init boxes. 2) You have to find a way to add the above function to the dynamically spawned units, maybe you can... or you can't depending on the modularity of those scripts... check out if they provide any form of documentation somewhere. 3) Same as above 4) Just added it GitHub Push Also added a XP penalty when killed, configurable in HG_Config.h as usual, check out the GitHub
  6. Hi there @DarkSnake, The only available function is -> HG_fnc_moneyItem It creates a GroundWeaponHolder loaded with bank notes that you can loot.
  7. Hi @Jerris There's actually no way to easily control what's displayed on the HUD except for the XP and kills count, to make them not appear you have to disable them completely (enableXP & enableKillCount in HG_Config.h). To display your bank account balance you'd have to modify the HUD dialog file along with the function that controls it. Also, I recommend using the alternative HUD that looks best. (hudType set to 1 in HG_Config.h). What player are you talking about, the one provided with the mission is Blufor, please be more precise in your request. Thanks for using it!
  8. @ZappsZ conditionToAccess = "playerSide in [west,civilian,resistance]"; whitelistSides[] = {"west","civilian","resistance"};
  9. Hi @ZappsZ Just put it right under class RscTitles { Don't forget to add #include "HG\UI\HG_DialogsMaster.h" Somewhere before RscTitles class. Check this out -> https://github.com/Ppgtjmad/SimpleShops/wiki/Implementation
  10. Hi @VitalyTurboVaz 1) There's one step that you're missing, when making more garage classes you have to modify the addAction call (https://github.com/Ppgtjmad/SimpleShops/wiki/Usage#virtual-garage) this addAction["<img image='HG\UI\Icons\garage.paa' size='1.5'/><t color='#FF0000'>"+(localize "STR_HG_GARAGE")+"</t>",{_this call HG_fnc_dialogOnLoadGarage},"HG_DefaultGarage",0,false,false,"",'(alive player) && !dialog && player distance _target < 3']; this addAction["<img image='HG\UI\Icons\garage.paa' size='1.5'/><t color='#FF0000'>"+(localize "STR_HG_GARAGE_PARK")+"</t>",{_this call HG_fnc_storeVehicleClient},"HG_DefaultGarage",0,false,false,"",'(alive player) && !dialog && player distance _target < 3']; Notice the "HG_DefaultGarage" passed as a parameter to the function. Let's use your new class -> HG_BLUFOR_Garage this addAction["<img image='HG\UI\Icons\garage.paa' size='1.5'/><t color='#FF0000'>"+(localize "STR_HG_GARAGE")+"</t>",{_this call HG_fnc_dialogOnLoadGarage},"HG_BLUFOR_Garage",0,false,false,"",'(alive player) && !dialog && player distance _target < 3']; this addAction["<img image='HG\UI\Icons\garage.paa' size='1.5'/><t color='#FF0000'>"+(localize "STR_HG_GARAGE_PARK")+"</t>",{_this call HG_fnc_storeVehicleClient},"HG_BLUFOR_Garage",0,false,false,"",'(alive player) && !dialog && player distance _target < 3']; 2) A crate is spawned at your feet when you open the gear shop dialog. Whenever you buy something, let's say a uniform, and you already have a uniform equipped, your old one will be stored into the crate (along with its content). Note that only you can see the box, it's local. The main purpose is if that if you buy a uniform that's of less capacity than you previous one that was full then you have a way to get your stuff back. 3) I can't reproduce this issue, do you have a screenshot or even better a video?
  11. @LSValmont I came up with this for now, check it out -> https://github.com/Ppgtjmad/SimpleShops/commit/8313ff8c425d99ae19fef13913753fb678255177
  12. @bong oh Hi, try this -> https://github.com/Ppgtjmad/SimpleShops/commit/e3dd1219ef8bd249e6895aeface30cc3515e343e and let me know if it worked. @LSValmont No, thank you for using it. I'll have a look into this OLD MAN stuff tomorrow afternoon.
  13. Hi everyone, I released an update that includes a units shop. https://github.com/Ppgtjmad/SimpleShops/commit/1af64c6870a4e555d9a1bb1071edcdf4c629bed7 I'll work on a "garage system" to store/retrieve units as well for persistency (database saving only). Also spawning a thread that monitors the state of a vehicle and updates the database accordingly.
  14. Hi @LSValmont Could you share a link to this?
  15. Hi @Kelsey Allen I added support for weapons in uniforms/vests/backpacks. Note that attached accessories and magazines won't show up in the list. I pushed the update on github, here is the modified file https://github.com/Ppgtjmad/SimpleShops/blob/master/HG/Functions/Client/Trader/fn_refreshTrader.sqf copy/paste it. Thanks for using SimpleShops!