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Found 12 results

  1. Description Weapon shop Gear shop Units shop Vehicles shop Dealer, trader... Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
  2. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  3. Good morning ! I'm offering you a small update in the store that might please players who don't have the weapon plans and who are still lacking consumables. I'm talking about 2 small packs of consumables that could be fun and useful for coughing up. Why not also change the current packs? when do you think ? What do you think ?
  4. Hi outlander ! I hope the translation of “Traveling Merchant” is correct to refer to a merchant who travels. Today I'm proposing that an NPC come to our shelter on the weekend with the possibility of exchanging weapons, equipment or even crowns on rare occasions for resources of all kinds! (chemical / cables / scrap metal / gasoline, glass or fertilizer) It would be a new reason to farm and come have fun 🙂 What do you think?
  5. Yuuno -fr

    A community dream

    Hi ! I'm weighing my words on the title! I know a lot of players who dream and are just waiting for one thing in store! The return of Gold weapons, mainly those that I put below which would delight players!
  6. v 1.2 Description Vehicle shop dialog Vehicle shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP Screenshot Click Me Armaholic Armaholic Topic
  7. HALs Store v1.5 Video (v1.5): Overview: HALs Store adds a weapon store to any mission. This provides players with the opportunity to buy and sell equipment or weapons from stores defined by the mission maker. HALs Store v1.5 Download Changelog: v1.5 v1.4.1 v1.4 v1.1 Features: Easily configurable store; define your own traders and the items they buy and sell in description.ext. In-game currency system, fully integrated with the money objects (added in the Old Man update) available in the editor. Each Trader has its own categories, each with their own items. e.g. Handguns, Magazines, Backpacks Items have prices and can only be purchased if the player has sufficient money. Stores have stock - an item can only be purchased if it is stocked. Items can be purchased from the trader to the player, their equipment or nearby vehicles. Items can be sold to the trader from the player, their equipment or nearby vehicles. Helpful progress bars indicate the current load of a container, and the space available after purchase. Filter available items with preset conditions (compatible with equipped weapons, available for purchase). Progress bars show various stats about the available weapons and equipment. e.g. Ballistic Protection, Explosion Resistance, Impact, Accuracy Usage Unpack the downloaded .rar and check out the demo mission. For further details (such as changing the sell price), please see: Installation Configuration and Configuration Example How to use and useful functions for mission makers Cheers
  8. complacent_lizard

    SP Money System

    Hi! I'll cut to the chase! I'm creating a single player sandbox scenario where I'd like to include a "money system" which allows the player to purchase certain weapons or clothing items after either having money added or subtracted as a result of completing / failing a task. I'd like not only to offer the Arma 3 community a cool scenario, but also a script framework for a SP money system, that other players can use in the future to save time! Trouble is, my scripting ability currently sits somewhere between novice and intermediate; seeing as this is a complex project requiring knowledge of dialogs (for GUIs) as well as scripting variables, I was hoping that you could share the best tutorials, tips and pointers relating to establishing variables for a scenario as well as interactive GUI menus called through an external script! (Also, I have read a number of other threads, and tried out some other player's scripts - believe me, reaching out like this is a last resort!) Thanks for reading, and I hope you can just quickly send some advice my way, and for future readers! Cheers :)
  9. Hi i have this: private _fnc_getStack = { params [["_keys",[],[[]]], ["_values",[],[[]]]]; _merged = _keys apply {[_x,(_values select (_keys find _x))]}; _merged //[["10Rnd_9x21_Mag","FirstAidKit"],[1,2]] }; private _weapons = ((getWeaponCargo _vehicle) call _fnc_getStack); private _mags = ((getMagazineCargo _vehicle) call _fnc_getStack); private _items = ((getItemCargo _vehicle) call _fnc_getStack); private _bags = ((getBackpackCargo _vehicle) call _fnc_getStack); //[["10Rnd_9x21_Mag",1],["FirstAidKit",2]] private _vehicleItems = []; { for "_i" from 1 to (_x # 1) do { _vehicleItems pushBack (_x # 0); }; } forEach (_weapons+_mags+_items+_bags); //["10Rnd_9x21_Mag","FirstAidKit","FirstAidKit"] It looks pretty ugly for me. I wanna ask you guys if you have any idea how to write this better!
  10. Hi Guys, I am looking at the possibilities to count the value of an object and return that value in a format that I can display. The context is to display currency (Item Equivalent) in a GUI menu, furthering this I'd look to work out how to display this global trade system to each clients local currency. Any pointers?
  11. Hello all, I need some colored house for my custom terrain, Kastellorizo. Therefore, I've taken the Shop Model in the Arma 3 samples, taken some arma textures and re-colorized them to my liking. It is my understanding that, as long as you abide to the Arma 3 Samples EULA, it is correct and legal for me to do this; I'm going to use these houses only in a Arma terrain. To clarify, this is the model I'm talking about: The issue I have though, is that model is a little borked. For instance, all the stairs are wacky (and I've done my best to put them in place), and also I cannot seem to apply textures in the interior of the window and door fixtures. I've used this house quite extensively in a city of my terrain, and some alpha testers are noticing significative drops in the FPS in this area (from 45 to 22). Since I'm very noob in regards to modelling, I'm hoping that some kind soul can help me out here... It's probably a 5 minutes fix for a modeller, and an impossible task for me :) I wonder: can this model be borked in a way that it is "non-manifold" (I've been told that this is the technical word), hence they influence negatively the game performance? Unfortunately it's a domain that I really am not familiar with. Here's a video (at a much earlier stage of the terrain) where these colored houses are being used: Thank you for any insight on this... It would be such a pity for me to have to go back to standard homes (and not an easy task). _SCAR
  12. v 1.2 Description Clothing shop dialog Clothing shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP Screenshot Click Me Armaholic Armaholic Topic
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