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soolie

[WIP] RPG System - Vehicle and Weapon Store

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I've made some progress with my project and decided to share!

yay for sharing!

This system is something I'm doing for my own mission, but is pretty customizable and I plan on releasing it separately for others to use.

I'm certain that I could complete a version that is SP only but would need some help with MP.

My mission will be released with this system as a short SP mission.

Hopefully it plays like a tutorial/demo and will raise awareness of the project and be useful in recruiting dev team members.

I will also need help creating a hierarchy for unlocking weapons/gear/vehicles. I will probably make some drafts and post it to see what you guys think.

This is meant to work with the weapon selector I've been working on as well (video and forum link below).

More info soon! Tell me what you think!

 

PICTURES -

Skills/ Classes unlock Menu

BJpAHlm.png

Vehicles Menu

1droaL4.png

 

Weapons Menu

bXhbGPF.png

pNusi3E.png

 

New Video

https://www.youtube.com/watch?v=tDQU-oY6AGg

 

Gear Selector Video

https://www.youtube.com/watch?v=EvfEKXVWD9Y

 

Gear Selector Forum Topic

https://forums.bistudio.com/topic/184224-wip-gear-selector/

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Added pictures to the first post. It's all working!!! Have a lot of config work to do, hopefully have a nice demo video in a few days.

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I really like this RPG System. Very nice and neat GUI as well. Well done soolie, we thank you.

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I really like this RPG System. Very nice and neat GUI as well. Well done soolie, we thank you.

 

Thanks for the support! Was a real pain when I first started with GUI's but now that I have the hang of it, I'm really enjoying designing them and making them work. I'm kind of surprised at the lack of interest in this project. I hope more people become excited about it when I have more to release. LIke I said, it's fully functional now, just a ton of config stuff to do (prices and hierarchy of weapons/items).

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Thanks for the support! Was a real pain when I first started with GUI's but now that I have the hang of it, I'm really enjoying designing them and making them work. I'm kind of surprised at the lack of interest in this project. I hope more people become excited about it when I have more to release. LIke I said, it's fully functional now, just a ton of config stuff to do (prices and hierarchy of weapons/items).

Yeah I know right :D I was working too on a mission though for a long time and then when released not a lot of people cared about it! It surprised me a lot since it was an open world mission too.

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Added a new pic of gui I created for a KOTH server. I will release a "lite" version of the RPG system that looks identical to that. It will have set levels for unlocking each item, and you can equip anything unlocked.

Full version will require players to pick what's unlocked through skill trees and use money to buy items.

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Very cool features -- how customizable is this system, like can we put custom addons, uniforms, gear, vehicles etc in the selections>?

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you have a centralized cfg file where you can add all your stuff...

should be possible to add almost everything...

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Yes as gagi said, there is a cfg file that defines what items you want in and what rank each item is. The rest of the info (magizines, optics etc) comes from the games configs, so it should work with any mod.

To add/remove items you only have to edit the one file and put the items in their proper classes.

 

Here is a small example of the RPG lite cfg (description a few posts back)


class CW_cfg_Traders 
{
class Primaries
{
	class arifle_Katiba_C_F
	{
		rank = 1;
	};
	class arifle_Katiba_F
	{
		rank = 2;
	};
	class arifle_Mk20_F
	{
		rank = 3;
	};
	class arifle_TRG21_F
	{
		rank = 4;
	};
};
class Secondaries
{
	class hgun_ACPC2_F
	{
		rank = 5;
	};
	class hgun_Pistol_heavy_02_F
	{
		rank = 16;
	};	
};
class Launchers
{
	class launch_NLAW_F
	{
		rank = 18;
	};
	class launch_RPG32_F
	{
		rank = 22;
	};
	class launch_Titan_F
	{
		rank = 40;
	};	
};
class Backpacks
{
	class B_Parachute
	{
		rank = 1;
	};
	class B_AssaultPack_blk
	{
		rank = 6;
	};
};
class Attachments
{
	class optic_aco
	{
		rank = 3;
	};
	class muzzle_snds_B
	{
		rank = 18;
	};
	class optic_AMS
	{
		rank = 20;
	};
	class optic_NVS
	{
		rank = 25;
	};
};
class Vests
{
	class V_Rangemaster_belt
	{
		rank = 5;
	};
	class V_TacVest_brn
	{
		rank = 10;
	};
	class V_PlateCarrierH_CTRG
	{
		rank = 50;
	};
};
class Uniforms
{
	class U_B_CombatUniform_mcam_vest
	{
		rank = 1;
	};
	class U_B_GhillieSuit
	{
		rank = 18;
	};
	class U_O_FullGhillie_ard
	{
		rank = 30;
	};
	class U_O_FullGhillie_sard
	{
		rank = 30;
	};
	class U_O_FullGhillie_lsh
	{
		rank = 30;
	};
	class U_I_CombatUniform
	{
		rank = 1;
	};
	class U_I_FullGhillie_lsh
	{
		rank = 30;
	};		
};
class Headgear
{
	class H_Bandanna_camo
	{
		rank = 6;
	};
			class H_Beret_blk
	{
		rank = 10;
	};
			class H_Cap_tan_specops_US
	{
		rank = 12;
	};
};
class AssignedItems
{
	class Binocular
	{
		rank = 8;
	};
	class Rangefinder
	{
		rank = 18;
	};
	class B_UavTerminal
	{
		rank = 20;
	};
	class O_UavTerminal
	{
		rank = 20;
	};
	class I_UavTerminal
	{
		rank = 20;
	};
};
class FlareItems
{
	class SmokeShell
	{
		rank = 3;
	};
	class Chemlight_blue
	{
		rank = 6;
	};
};
class ExplosiveItems
{
	class MiniGrenade
	{
		rank = 25;
	};
	class HandGrenade
	{
		rank = 32;
	};
};
class SupportItems
{
	class FirstAidKit
	{
		rank = 5;
	};
	class ToolKit
	{
		rank = 6;
	};
};
class Glasses
{
	class G_Aviator
	{
		rank = 1;
	};
	class G_Balaclava_oli
	{
		rank = 5;
	};
};
class Faces
{
	class Default
	{
		rank = 1;
	};
	class AfricanHead_01
	{
		rank = 10;
	};
};
}; 
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