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ArmA 2/3 money (Buy a gun)

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Make a new mission.

Go to your mission, and create a init.sqf

in init.sqf

cash = 0;

in init.sqf

now make a trigger.

ACTIVATION : Radio Alpha

TEXT : Wallet

TIME : REPEATEDLY

Trigger ON ACT.

hintSilent parseText format["<t size='1' font='Zeppelin33' color='#00FF3C'>you have $%1</t>", cash];

Here is the fun part. Now make a unit. name your unit "p1"

your unit's init

p1 AddAction ["<t color=""#00FF3C"">" +"Ak47 $100", "buy.sqf"];

go to mission folder, and make a buy.sqf

In buy.sqf

if (cash < 100) then
{
  hint "You dont have enough money to buy this"
} else {
  cash = cash - 100;
  gunbox addweaponcargo ["AK_47_M", 2];
  gunbox addmagazinecargo ["30Rnd_762x39_AK47", 10];
  hintSilent parseText format["<t size='1' font='Zeppelin33' color='#00FF3C'>You bought this gun</t>", d];
}

-----------------------

Money add script

cash = cash + 100

Money Remove script

cash = cash - 100

...............

Make a Ammo box. Name it "gunbox"

gunbox init

clearweaponcargo gunbox; clearmagazinecargo gunbox;

than go near the man you named "p1", remember to add money before you go near p1. Than buy the gun. And check the gunbox.

Your weapon is in the gunbox.

Any problems? Comment

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Hey there, So I think Ive got this. Well all accept where the 'money add' and money remove script goes?

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cash = cash + 100; You can use this script If you want to add cash. Example . You want to remove your cash. when you get inside a trigger. So put a trigger. And Put cash = cash + 100; To add $100 to add money. When you go inside the trigger

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Hello as i can see you use the Hint to show how much money you have

I would like to use a hint but for some reason it wont work with how i want it

here is what is usually used

hint format["you have %1 in cash",money];

I want to use a structured text in it how would i do that here is what i tryed but wont work

_starL  = "<img image='\ca\ui\data\debr_star.paa' align='left'/>";
_starL  = _starL + _starL + _starL;
_starR  = "<img image='\ca\ui\data\debr_star.paa' align='right'/>";
_starR  = _starR + _starR + _starR;
_title  = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>TITLE</t><br/><br/>";
_text   = "Bla bla bla bla bla...";
hint parseText (_starL + _starR + _title + _text);

i don't understand how to add a show variable to this so if you could help that would be great

and that is just the default hint with structure text so i have one with a variable added but it wont work :(

-sorry if i did something wrong

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//This script shows your money with color

Add this +

WalletCheck = parseText format [" <t color='#ffff00'>Cash = </t><t color='#FFFFFF'>%1</t><br/>", cash]; hintSilent WalletCheck;

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I can see that this says "Arma 2/3", so will this work in Arma 3 multiplayer?

Thanks,

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the money check script wont work it says you have $any

halp :p

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So I've created a multiplayer ambient insurgent warfare using ALiVE and I wanted to use this script to add a sort of Blackmarket system for my players so they have another way of getting guns besides just stealing them off NATO but since all the objectives are randomly generated I can't exactly link it in editor. Anyone got know how I could add something like an event handler for task completion so that every time a task was registered as completed all players on the server had their cash increased by X amount?

 

EDIT: Should point out I'm using Arma 3 for this.

Edited by Eogos

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