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Showing results for tags 'stash'.
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Afternoon, This is now my 3rd Season of Vigor and am enjoying the different ways you can play. The only 'issue' I have is to do with looking through my stash, I would consider myself a 'completionist' so i like to have everything and i have at least one of every weapon available to me (it makes the bunker look more homely) and in my 3rd Season that's quite a few. The suggestion i have is to be able to sort the stash in two additional ways to the random one you get shown now. By 'type' of weapon - this would help with the daily challenges as 'kill 5 people with Machine Guns' i have to scroll through the entire list to find which machine guns i have and how many i have of them. As i obviously don't want to go out and loose the last one if that's all I've got of that type. By 'amount' of weapon - when i'm on a scavenging hunt / trying to get those last few bits of food for the weekly food challenge, i like to use whichever weapon i have the most of so i'm less stressed when i get killed. Apart from that little gripe, the missing title for finding the Albums and the fact i can't find all the little trolls, still enjoying it after a few months, which i don't usually have with this sort of game. If there is a way to do this and I've missed it, please be kind in any responses. Cheers
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Sup! I need advice to approach a solution. I'm coding a persistent stash (like Diablo 3 stash), allowing a player to save items (weapons, clothes, etc) into a box or an arsenal. By some external .dlls and dark sorcery, the stash contents are persisted into a database. By design, the item count must be kept, i.e.: if the players "saves" 3 binoculars, will be able to retrieve only 3 binoculars. Long story short, when the player opens his stash it gets populated with the database info, and when closes it, the database is updated. Tried to code the stash using a container (a box) or Arsenal, but I'm having some issues: Using a container: Simple objects (the ones with no attachements) are easy to add to/get from container via scripting, but the complex ones (a weapon with attachements for example, a backpack with items in it, or a half-used magazine) are a headache. With a unit, I can "getUnitLoadout/setUnitLoadout" it, and get/set all items along with its configurations, but there's not "getCargoLoadout/setCargoLoadout" functions (at least none of I'm aware of). Using Arsenal: by design the arsenal have an unlimited item count, wich goes against my intention; i can "unlock" an item and the player will have unlimited amount of it, wich I don't want. If i could preset the Arsenal with an array of items/count available when the players opens it, and get it state after he closes it (to persist the stash in the database), it will be the optimal scenario. Thanks in advance and please excuse my english (not my natural lang). Edited: I'm using CBA_A3 and ACE3, if it helps.
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Detect name of player and select the box
bullkanox posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, i need to know if i can detect what player is executing the script, and then depending of the name of the player send it to the box. thanks for support!!! _fnc_group = [["player_1", box_1], ["player_2", box_2]]; _fnc_select = (_fnc_group select 0) select 1; if (cash< 100) then { hint "no money to buy this!" } else { cash = cash - 100; _fnc_select addWeaponCargoGlobal ["rhs_weap_m4a1_blockII_bk", 1]; _fnc_select addMagazineCargoGlobal ["rhs_mag_30Rnd_556x45_Mk318_Stanag", 1]; hintSilent parseText format["<t color='#00FF3C'>thanks for for you buy</t>"]; };