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Found 9 results

  1. 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 Place the VASS folder inside of your mission folder where the mission.sqm is located Copy the description.ext to the same directory or modify your own with the content of the provided one 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
  2. v 1.4 Description Weapon shop dialog Weapon shop functions 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
  3. HALs Store v1.1 This was the first GUI project that I began and finished a few years ago before it was lost deep in the mists of my hard drive. I have recently re-discovered it and thought I'd make it look prettier (I mean just look at this less charming earlier version) as well as completely rewriting it before its release. If you have any suggestions, feedback or constructive criticism, feel free to leave a comment! Videos (v1.0): Purpose of this script: Adds an Equipment (buy menu) dialog in to any mission such that players can buy equipment, using an in-game currency system, defined by the mission maker. Features: Easily configurable Store; define your own traders and categories in your description.ext. Each Trader can have its own (defined by the mission maker) categories (eg: Handguns, Magazines, Backpacks) each with their own items. Items have their own prices (defined by the mission maker); if the player does not have enough money for an item, the item cannot be purchased. Items have their own stock (defined by the mission maker); if there is no stock for an item, the item cannot be purchased. Items have their own descriptions (taken from the ingame config files) but can have their own custom description which supports structured text. Purchase items to nearby vehicles or even to the player's backpack, uniform and vest. Helpful dialog which indicates the current load of a container in addition to how much space the selected item will occupy in that container. The dialog utilises checkboxes (default: all deselected) which allow the user to filter items with preset conditions (affordable, in stock, compatible with equipped weapons). The dialog utilises progress bars to show the user the stats of the currently selected backpack/optic/uniform/vest or weapon. Weapons include: Accuracy, Impact, Rate of Fire and Range. Equipment stats include: Ballistic Protection, Explosion Resistance and Maximum load. Optics stats include: Zoom. Installation && Usage && Useful functions: Installation Usage and useful Functions Configuration: Configuration Configuration Example Important Information: Items defined in cfgHALsStore MUST have the same classname as the item's classname in cfgWeapons or cfgVehicles. The trader's addAction will only show if the player is on foot and within 5 meters of the trader. Vehicles can have items purchased to them if they are of a certain type (defined by the mission maker) and within a certain distance (defined by the mission maker) of the trader. EXAMPLE MISSION DOWNLOAD (v1.1) ARMAHOLIC DOWNLOAD (v1.1) Thanks to: All the members of the community who dedicate their time to document the wiki, post snippets and answers questions on the forums. 7erra for the German translation. Known issues: I haven't tested it on a dedicated server, yet, but I'll get around to it when my schedule opens up. Changelog: Version 1.1 Cheers
  4. 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!
  5. 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
  6. 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?
  7. 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
  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. 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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