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7erra

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About 7erra

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    Staff Sergeant

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  • Website URL
    http://www.vlehrbrig16.de/
  • Biography
    - 2012: ArmA2; Public domination, DayZ mod
    - 01.12.2013: Start of ArmA3
    - 06.01.2014: Joined the [IPT] ArmA3 clan, start of milsim "career"
    - March 2014: End of the IPT ArmA3 clan
    - End of 2014: Joined the 23. Luftlandekompanie [23LLK]
    - Middle 2015: Left the 23LLK for the 401PzGrenKp [401]
    - 01.04.1016: 401 joins the virtuelle Lehrbrigade 16 [L16] as PzGrenBtl 402 [402]

    Scripting for 4 years now. Learned by doing, didn't read one single scripting introduction. Not recommended - takes longer I guess.

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    Male
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    Germany

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  1. 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"; }; };
  2. Disable Abort Button

    Good point, agreed. I was only thinking about wether I could, not whether I should
  3. Disable Abort Button

    Untested: (findDisplay 46) displayAddEventHandler ["KeyDown",{ if (inputAction "ingamePause" > 0) then { // escape menu opened _abortButton =(findDisplay 49)displayCtrl 104; _abortButton ctrlEnable false; }; }];
  4. 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.
  5. 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. When you are saying that you find the money in the loot do you mean it as an item? Like Ravage money? 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.
  6. [[1920,1080,1008,756,1.77778,0.7],[18,16,12],[18,16,12],true] Display mode: Fullscreen Window, Resolution: 1920x1080 (16:9), Aspect Ratio: Auto (Stretch) (16:9), VSync: Enabled, Interface Size: Normal Let me guess you are trying to find the holy grail of UI girds?
  7. https://community.bistudio.com/wiki/Procedural_Textures#perlinNoise
  8. 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.
  9. Nice find @gc8! I was going another way with if (!isClass(_weaponCfg>>"LinkedItems")) then {"base weapon"}; But your method even gets the name of the base weapon.
  10. @gc8 Thanks for the side selective code, I'll add it to the options of the addArsenal function! About the problem with the base weapons: Filtering the input array for the base weapons turns out to be more comlicated than I thought. The main problem is that even a different skin on the weapon will mark it as a variant of the uncolored variant. I might have a new idea about addressing this issue but that remains to be seen. @squeeze Uff that's a lot of code I will have to adjust it so it fits the system and this might take a while Err what exactly is this PA? The current version should also lock any items that can be added to a container if they are not defined, so the items in the left lists will still show up. Maybe adding a limited arsenal might help? ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal;
  11. (pre-release) v1.5 - Automatic Cost Calculation (17.10.2018) ! SEPERATE BRANCH ! I finally got a function which can handle all arsenal items. The only problem is that I have yet to find the right balance between price, money and multipliers. If someone wants to help me out then s/he can modify the fn_automaticCostTable.sqf so that it gets you realistic prices. It would be nice to have some kind of library where you can choose from. I am still onto fixing other outstanding issues. Also thanks to @gc8, I've reused some of your code. @foxhound please don't release this yet since it is WIP :)
  12. Yeah those are not the base classes. Eg: "B_FieldPack_blk_DiverExp" has to be added as "B_FieldPack_blk". Those special attibutes tell the game which items should be in the backpack. I had the same problem: https://github.com/7erra/Arsenal-Shop/issues/2
  13. If you are okay with having two seperate boxes then yes. You can use the BIS_fnc_addVirutalItemCargo (and similar) to add specific items to the designated box
  14. Ah I can see where the problem lies. The array contains weapons which have attachements while the cost array requires you to add the base weapons (there are no weapons with attachements in the arsenal). I will implement this in the next update.
  15. Now that you mention it i had the same problem when trying my approach. the kindOf command doesn't seem to work this way with weapon classnames but that is really weird. Trying "weaponClass" isKindOf "Rifle" didn't do what it was supposed to do...
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