Technical > Editing & Coding
Useful console commands
BadVolt:
Hi. I want to share some scripting commands that, I hope, will be useful for you.
Move object
--- Code: ---_pos = getPosWorld cursorTarget; cursorTarget setPosWorld [(_pos select 0)-0, (_pos select 1)-0, (_pos select 2)-0];
--- End code ---
Rotate object
--- Code: ---_dir = getDir cursorTarget; cursorTarget setDir _dir+0.5;
--- End code ---
Create exact same copy near the object
--- Code: ---_pos = getPosWorld cursorTarget;
_vDir = vectorDir cursorTarget;
_vUp = vectorUp cursorTarget;
_obj = typeOf cursorTarget createVehicle _pos;
_obj allowDamage false;
_obj setVectorDirAndUp [_vDir,_vUp];
_obj setPosWorld [(_pos select 0)-5, (_pos select 1)-0, (_pos select 2)-0];
--- End code ---
Create repeatable object (change -0 to real value (size of object))
--- Code: ---for "_x" from 1 to 1 do {
_pos = getPosWorld cursorTarget;
_vDir = vectorDir cursorTarget;
_vUp = vectorUp cursorTarget;
_obj = typeOf cursorTarget createVehicle _pos;
_obj allowDamage false;
_obj setVectorDirAndUp [_vDir,_vUp];
_obj setPosWorld [(_pos select 0)-0*_x, (_pos select 1)-0*_x, (_pos select 2)+0];
}
--- End code ---
Lock all cursor objects near you (500m)
--- Code: ---{_x setVariable ["objectLocked",true,true]; _x setVariable ["ownerUID", getPlayerUID player, true]; } forEach (position player nearObjects [typeOf cursorTarget,500])
--- End code ---
Delete all unlocked cursor objects
--- Code: ---{if !(_x getVariable ["objectLocked",false]) then {deleteVehicle _x};} forEach (position player nearObjects [typeOf cursorTarget,500])
--- End code ---
Remove all objects owned by player with ID in 500m range
--- Code: ---{if (_x getVariable ["ownerUID",""]=="76561198088088293") then {deleteVehicle _x};} forEach (position player nearObjects ["All",500])
--- End code ---
Give money to each player
--- Code: ---{
if (isPlayer _x) then {
_cmoney = _x getVariable ["cmoney",0];
_x setVariable ["cmoney",_cmoney+1000,true];
}
} forEach playableUnits;
--- End code ---
Give money to exact player
--- Code: ---{
if (isPlayer _x && (name _x=="USER")) then {
_cmoney = _x getVariable ["cmoney",0];
_x setVariable ["cmoney",_cmoney+1000,true];
}
} forEach playableUnits;
--- End code ---
Teleport self to player
--- Code: ---{
if (isPlayer _x && (name _x=="USER")) then {
player setPos (position _x);
}
} forEach playableUnits;
--- End code ---
Teleport player to self
--- Code: ---{
if (isPlayer _x && (name _x=="USER")) then {
_x setPos (position player);
}
} forEach playableUnits;
--- End code ---
Cael817:
Thank you very much. :)
BadVolt:
And some more. Well, I decided to change all prices on my server, but not just "as I want it to be", but with some maths there. I created script that does this calculations depending on class of vehicle and amount of weapons they carry. Hope it will be useful to you.
--- Code: ---_getWeaponPrice = {
_weaponPrice = 0;
_mm = 25;
_HE_Modif = 1;
_MP_Modif = 1;
_APDS_Modif = 1;
_GPR_Modif = 1;
_LG_Modif = 1;
_APFSDS_Modif = 1.25;
_HEAT_Modif = 1;
_Splash_Modif = 1.25;
_G_Modif = 2.5;
_NonCombat_Modif = 0.20;
switch (_this) do {
case ("200Rnd_65x39_Belt") : {_weaponPrice = 200*100};
case ("200Rnd_65x39_Belt_Tracer_Red") : {_weaponPrice = 200*100};
case ("200Rnd_65x39_Belt_Tracer_Green") : {_weaponPrice = 200*100};
case ("200Rnd_65x39_Belt_Tracer_Yellow") : {_weaponPrice = 200*100};
case ("1000Rnd_65x39_Belt") : {_weaponPrice = 1000*100};
case ("1000Rnd_65x39_Belt_Tracer_Red") : {_weaponPrice = 1000*100};
case ("1000Rnd_65x39_Belt_Green") : {_weaponPrice = 1000*100};
case ("1000Rnd_65x39_Belt_Tracer_Green") : {_weaponPrice = 1000*100};
case ("1000Rnd_65x39_Belt_Yellow") : {_weaponPrice = 1000*100};
case ("1000Rnd_65x39_Belt_Tracer_Yellow") : {_weaponPrice = 1000*100};
case ("2000Rnd_65x39_Belt") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_belt") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Tracer_Red") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_belt_Tracer_Red") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Green") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Tracer_Green") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Tracer_Green_Splash") : {_weaponPrice = 2000*100*_Splash_Modif};
case ("2000Rnd_65x39_Belt_Yellow") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Tracer_Yellow") : {_weaponPrice = 2000*100};
case ("2000Rnd_65x39_Belt_Tracer_Yellow_Splash") : {_weaponPrice = 2000*100*_Splash_Modif};
case ("5000Rnd_762x51_Belt") : {_weaponPrice = 5000*125};
case ("5000Rnd_762x51_Yellow_Belt") : {_weaponPrice = 5000*125};
case ("1000Rnd_762x51_Belt_Yellow") : {_weaponPrice = 1000*125};
case ("2000Rnd_762x51_Belt_Green") : {_weaponPrice = 2000*125};
case ("2000Rnd_762x51_Belt_Yellow") : {_weaponPrice = 2000*125};
case ("500Rnd_127x99_mag") : {_weaponPrice = 500*200};
case ("500Rnd_127x99_mag_Tracer_Red") : {_weaponPrice = 500*200};
case ("500Rnd_127x99_mag_Tracer_Green") : {_weaponPrice = 500*200};
case ("500Rnd_127x99_mag_Tracer_Yellow") : {_weaponPrice = 500*200};
case ("200Rnd_127x99_mag") : {_weaponPrice = 200*200};
case ("200Rnd_127x99_mag_Tracer_Red") : {_weaponPrice = 200*200};
case ("200Rnd_127x99_mag_Tracer_Green") : {_weaponPrice = 200*200};
case ("200Rnd_127x99_mag_Tracer_Yellow") : {_weaponPrice = 200*200};
case ("100Rnd_127x99_mag") : {_weaponPrice = 100*200};
case ("100Rnd_127x99_mag_Tracer_Red") : {_weaponPrice = 100*200};
case ("100Rnd_127x99_mag_Tracer_Green") : {_weaponPrice = 100*200};
case ("100Rnd_127x99_mag_Tracer_Yellow") : {_weaponPrice = 100*200};
case ("450Rnd_127x108_Ball") : {_weaponPrice = 450*210};
case ("150Rnd_127x108_Ball") : {_weaponPrice = 150*210};
case ("50Rnd_127x108_Ball") : {_weaponPrice = 50*210};
case ("200Rnd_40mm_G_belt") : {_weaponPrice = 200*40*_mm*_G_Modif};
case ("96Rnd_40mm_G_belt") : {_weaponPrice = 96*40*_mm*_G_Modif};
case ("64Rnd_40mm_G_belt") : {_weaponPrice = 64*40*_mm*_G_Modif};
case ("32Rnd_40mm_G_belt") : {_weaponPrice = 32*40*_mm*_G_Modif};
case ("200Rnd_20mm_G_belt") : {_weaponPrice = 200*20*_mm*_G_Modif};
case ("40Rnd_20mm_G_belt") : {_weaponPrice = 40*20*_mm*_G_Modif};
case ("40Rnd_20mm_g_belt") : {_weaponPrice = 40*20*_mm*_G_Modif};
case ("24Rnd_PG_missiles") : {_weaponPrice = 24*5000};
case ("12Rnd_PG_missiles") : {_weaponPrice = 12*5000};
case ("24Rnd_missiles") : {_weaponPrice = 24*5000};
case ("12Rnd_missiles") : {_weaponPrice = 12*5000};
case ("32Rnd_155mm_Mo_shells") : {_weaponPrice = 32*155*_mm};
case ("8Rnd_82mm_Mo_shells") : {_weaponPrice = 8*82*_mm};
case ("8Rnd_82mm_Mo_Flare_white") : {_weaponPrice = 8*82*_mm*_NonCombat_Modif};
case ("8Rnd_82mm_Mo_Smoke_white") : {_weaponPrice = 8*82*_mm*_NonCombat_Modif};
case ("8Rnd_82mm_Mo_guided") : {_weaponPrice = 8*82*_mm};
case ("8Rnd_82mm_Mo_LG") : {_weaponPrice = 8*82*_mm};
case ("6Rnd_155mm_Mo_smoke") : {_weaponPrice = 6*155*_mm*_NonCombat_Modif};
case ("2Rnd_155mm_Mo_guided") : {_weaponPrice = 2*155*_mm};
case ("2Rnd_155mm_Mo_LG") : {_weaponPrice = 2*155*_mm};
case ("6Rnd_155mm_Mo_mine") : {_weaponPrice = 6*155*_mm};
case ("6Rnd_155mm_Mo_AT_mine") : {_weaponPrice = 6*155*_mm};
case ("2Rnd_155mm_Mo_Cluster") : {_weaponPrice = 2*155*_mm};
case ("300Rnd_20mm_shells") : {_weaponPrice = 300*20*_mm};
case ("1000Rnd_20mm_shells") : {_weaponPrice = 1000*20*_mm};
case ("2000Rnd_20mm_shells") : {_weaponPrice = 2000*20*_mm};
case ("300Rnd_25mm_shells") : {_weaponPrice = 300 * 25*_mm};
case ("1000Rnd_25mm_shells") : {_weaponPrice = 1000 * 25*_mm};
case ("250Rnd_30mm_HE_shells") : {_weaponPrice = 250*30*_mm*_HE_Modif};
case ("250Rnd_30mm_HE_shells_Tracer_Red") : {_weaponPrice = 250*30*_mm*_HE_Modif};
case ("250Rnd_30mm_HE_shells_Tracer_Green") : {_weaponPrice = 250*30*_mm*_HE_Modif};
case ("250Rnd_30mm_APDS_shells") : {_weaponPrice = 250*30*_mm*_APDS_Modif};
case ("250Rnd_30mm_APDS_shells_Tracer_Red") : {_weaponPrice = 250*30*_mm*_APDS_Modif};
case ("250Rnd_30mm_APDS_shells_Tracer_Green") : {_weaponPrice = 250*30*_mm*_APDS_Modif};
case ("250Rnd_30mm_APDS_shells_Tracer_Yellow") : {_weaponPrice = 250*30*_mm*_APDS_Modif};
case ("140Rnd_30mm_MP_shells") : {_weaponPrice = 140*30*_mm*_MP_Modif};
case ("140Rnd_30mm_MP_shells_Tracer_Red") : {_weaponPrice = 140*30*_mm*_MP_Modif};
case ("140Rnd_30mm_MP_shells_Tracer_Green") : {_weaponPrice = 140*30*_mm*_MP_Modif};
case ("140Rnd_30mm_MP_shells_Tracer_Yellow") : {_weaponPrice = 140*30*_mm*_MP_Modif};
case ("60Rnd_30mm_APFSDS_shells") : {_weaponPrice = 60*30*_mm*_APFSDS_Modif};
case ("60Rnd_30mm_APFSDS_shells_Tracer_Red") : {_weaponPrice = 60*30*_mm*_APFSDS_Modif};
case ("60Rnd_30mm_APFSDS_shells_Tracer_Green") : {_weaponPrice = 60*30*_mm*_APFSDS_Modif};
case ("60Rnd_30mm_APFSDS_shells_Tracer_Yellow") : {_weaponPrice = 60*30*_mm*_APFSDS_Modif};
case ("60Rnd_40mm_GPR_shells") : {_weaponPrice = 60*40*_mm*_GPR_Modif};
case ("60Rnd_40mm_GPR_Tracer_Red_shells") : {_weaponPrice = 60*40*_mm*_GPR_Modif};
case ("60Rnd_40mm_GPR_Tracer_Green_shells") : {_weaponPrice = 60*40*_mm*_GPR_Modif};
case ("60Rnd_40mm_GPR_Tracer_Yellow_shells") : {_weaponPrice = 60*40*_mm*_GPR_Modif};
case ("40Rnd_40mm_APFSDS_shells") : {_weaponPrice = 40*40*_mm*_APFSDS_Modif};
case ("40Rnd_40mm_APFSDS_Tracer_Red_shells") : {_weaponPrice = 40*40*_mm*_APFSDS_Modif};
case ("40Rnd_40mm_APFSDS_Tracer_Green_shells") : {_weaponPrice = 40*40*_mm*_APFSDS_Modif};
case ("40Rnd_40mm_APFSDS_Tracer_Yellow_shells") : {_weaponPrice = 40*40*_mm*_APFSDS_Modif};
case ("8Rnd_LG_scalpel") : {_weaponPrice = 8*100000*_LG_Modif};
case ("6Rnd_LG_scalpel") : {_weaponPrice = 6*100000*_LG_Modif};
case ("2Rnd_LG_scalpel") : {_weaponPrice = 2*100000*_LG_Modif};
case ("2Rnd_LG_scalpel_hidden") : {_weaponPrice = 2*100000*_LG_Modif};
case ("14Rnd_80mm_rockets") : {_weaponPrice = 14*80*_mm};
case ("38Rnd_80mm_rockets") : {_weaponPrice = 38*80*_mm};
case ("12Rnd_230mm_rockets") : {_weaponPrice = 12*230*_mm*3};
case ("2Rnd_AAA_missiles") : {_weaponPrice = 2*100000};
case ("2Rnd_AAA_missiles_MI02") : {_weaponPrice = 2*120000};
case ("4Rnd_AAA_missiles") : {_weaponPrice = 4*100000};
case ("4Rnd_AAA_missiles_MI02") : {_weaponPrice = 4*120000};
case ("4Rnd_GAA_missiles") : {_weaponPrice = 4*100000};
case ("4Rnd_Titan_long_missiles") : {_weaponPrice = 4*100000};
case ("5Rnd_GAT_missiles") : {_weaponPrice = 5*100000};
case ("2Rnd_GAT_missiles") : {_weaponPrice = 2*100000};
case ("30Rnd_120mm_HE_shells") : {_weaponPrice = 30*120*_mm*_HE_Modif};
case ("30Rnd_120mm_HE_shells_Tracer_Red") : {_weaponPrice = 30*120*_mm*_HE_Modif};
case ("30Rnd_120mm_HE_shells_Tracer_Green") : {_weaponPrice = 30*120*_mm*_HE_Modif};
case ("30Rnd_120mm_HE_shells_Tracer_Yellow") : {_weaponPrice = 30*120*_mm*_HE_Modif};
case ("16Rnd_120mm_HE_shells") : {_weaponPrice = 16*120*_mm*_HE_Modif};
case ("16Rnd_120mm_HE_shells_Tracer_Red") : {_weaponPrice = 16*120*_mm*_HE_Modif};
case ("16Rnd_120mm_HE_shells_Tracer_Green") : {_weaponPrice = 16*120*_mm*_HE_Modif};
case ("16Rnd_120mm_HE_shells_Tracer_Yellow") : {_weaponPrice = 16*120*_mm*_HE_Modif};
case ("30Rnd_120mm_APFSDS_shells") : {_weaponPrice = 30*120*_mm*_APFSDS_Modif};
case ("30Rnd_120mm_APFSDS_shells_Tracer_Red") : {_weaponPrice = 30*120*_mm*_APFSDS_Modif};
case ("30Rnd_120mm_APFSDS_shells_Tracer_Green") : {_weaponPrice = 30*120*_mm*_APFSDS_Modif};
case ("30Rnd_120mm_APFSDS_shells_Tracer_Yellow") : {_weaponPrice = 30*120*_mm*_APFSDS_Modif};
case ("32Rnd_120mm_APFSDS_shells") : {_weaponPrice = 32*120*_mm*_APFSDS_Modif};
case ("32Rnd_120mm_APFSDS_shells_Tracer_Red") : {_weaponPrice = 32*120*_mm*_APFSDS_Modif};
case ("32Rnd_120mm_APFSDS_shells_Tracer_Green") : {_weaponPrice = 32*120*_mm*_APFSDS_Modif};
case ("32Rnd_120mm_APFSDS_shells_Tracer_Yellow") : {_weaponPrice = 32*120*_mm*_APFSDS_Modif};
case ("680Rnd_35mm_AA_shells") : {_weaponPrice = 680*35*_mm};
case ("680Rnd_35mm_AA_shells_Tracer_Red") : {_weaponPrice = 680*35*_mm};
case ("680Rnd_35mm_AA_shells_Tracer_Green") : {_weaponPrice = 680*35*_mm};
case ("680Rnd_35mm_AA_shells_Tracer_Yellow") : {_weaponPrice = 680*35*_mm};
case ("6Rnd_AAT_missiles") : {_weaponPrice = 6*50000};
case ("4Rnd_AAT_missiles") : {_weaponPrice = 4*50000};
case ("1Rnd_GAA_missiles") : {_weaponPrice = 1*50000};
case ("1Rnd_GAT_missiles") : {_weaponPrice = 1*50000};
case ("2Rnd_GBU12_LGB") : {_weaponPrice = 2*150000};
case ("2Rnd_GBU12_LGB_MI10") : {_weaponPrice = 2*150000};
case ("14Rnd_120mm_HE_shells") : {_weaponPrice = 14 * 120 * _mm *_HE_Modif};
case ("14Rnd_120mm_HE_shells_Tracer_Red") : {_weaponPrice = 14 * 120 * _mm *_HE_Modif};
case ("14Rnd_120mm_HE_shells_Tracer_Green") : {_weaponPrice = 14 * 120 * _mm *_HE_Modif};
case ("14Rnd_120mm_HE_shells_Tracer_Yellow") : {_weaponPrice = 14 * 120 * _mm *_HE_Modif};
case ("28Rnd_120mm_APFSDS_shells") : {_weaponPrice = 28 * 120 * _mm *_APFSDS_Modif};
case ("28Rnd_120mm_APFSDS_shells_Tracer_Red") : {_weaponPrice = 28 * 120 * _mm *_APFSDS_Modif};
case ("28Rnd_120mm_APFSDS_shells_Tracer_Green") : {_weaponPrice = 28 * 120 * _mm *_APFSDS_Modif};
case ("28Rnd_120mm_APFSDS_shells_Tracer_Yellow") : {_weaponPrice = 28 * 120 * _mm *_APFSDS_Modif};
case ("12Rnd_125mm_HE") : {_weaponPrice = 12 * 125 * _mm *_HE_Modif};
case ("12Rnd_125mm_HE_T_Red") : {_weaponPrice = 12 * 125 * _mm *_HE_Modif};
case ("12Rnd_125mm_HE_T_Green") : {_weaponPrice = 12 * 125 * _mm *_HE_Modif};
case ("12Rnd_125mm_HE_T_Yellow") : {_weaponPrice = 12 * 125 * _mm *_HE_Modif};
case ("24Rnd_125mm_APFSDS") : {_weaponPrice = 24 * 125 * _mm *_APFSDS_Modif};
case ("24Rnd_125mm_APFSDS_T_Yellow") : {_weaponPrice = 24 * 125 * _mm *_APFSDS_Modif};
case ("24Rnd_125mm_APFSDS_T_Green") : {_weaponPrice = 24 * 125 * _mm *_APFSDS_Modif};
case ("24Rnd_125mm_APFSDS_T_Red") : {_weaponPrice = 24 * 125 * _mm *_APFSDS_Modif};
case ("12Rnd_125mm_HEAT") : {_weaponPrice = 12 * 125 * _mm *_HEAT_Modif};
case ("12Rnd_125mm_HEAT_T_Red") : {_weaponPrice = 12 * 125 * _mm *_HEAT_Modif};
case ("12Rnd_125mm_HEAT_T_Green") : {_weaponPrice = 12 * 125 * _mm *_HEAT_Modif};
case ("12Rnd_125mm_HEAT_T_Yellow") : {_weaponPrice = 12 * 125 * _mm *_HEAT_Modif};
case ("1000Rnd_Gatling_30mm_Plane_CAS_01_F") : {_weaponPrice = 1000 * 30 * _mm};
case ("2Rnd_Missile_AA_04_F") : {_weaponPrice = 2*50000};
case ("6Rnd_Missile_AGM_02_F") : {_weaponPrice = 6*50000};
case ("7Rnd_Rocket_04_HE_F") : {_weaponPrice = 7*30000};
case ("7Rnd_Rocket_04_AP_F") : {_weaponPrice = 7*30000};
case ("4Rnd_Bomb_04_F") : {_weaponPrice = 4*150000};
case ("500Rnd_Cannon_30mm_Plane_CAS_02_F") : {_weaponPrice = 500*30*_mm};
case ("2Rnd_Missile_AA_03_F") : {_weaponPrice = 2*50000};
case ("4Rnd_Missile_AGM_01_F") : {_weaponPrice = 4*50000};
case ("20Rnd_Rocket_03_HE_F") : {_weaponPrice = 20*30000};
case ("20Rnd_Rocket_03_AP_F") : {_weaponPrice = 20*30000};
case ("2Rnd_Bomb_03_F") : {_weaponPrice = 2*150000};
case ("40Rnd_105mm_APFSDS") : {_weaponPrice = 40*105*_mm*_APFSDS_Modif};
case ("40Rnd_105mm_APFSDS_T_Red") : {_weaponPrice = 40*105*_mm*_APFSDS_Modif};
case ("40Rnd_105mm_APFSDS_T_Green") : {_weaponPrice = 40*105*_mm*_APFSDS_Modif};
case ("40Rnd_105mm_APFSDS_T_Yellow") : {_weaponPrice = 40*105*_mm*_APFSDS_Modif};
case ("20Rnd_105mm_HEAT_MP") : {_weaponPrice = 40*105*_mm*_HEAT_Modif};
case ("20Rnd_105mm_HEAT_MP_T_Red") : {_weaponPrice = 40*105*_mm*_HEAT_Modif};
case ("20Rnd_105mm_HEAT_MP_T_Green") : {_weaponPrice = 40*105*_mm*_HEAT_Modif};
case ("20Rnd_105mm_HEAT_MP_T_Yellow") : {_weaponPrice = 40*105*_mm*_HEAT_Modif};
case ("SmokeLauncherMag") : {_weaponPrice = 10000};
case ("SmokeLauncherMag_boat") : {_weaponPrice = 10000};
case ("120Rnd_CMFlare_Chaff_Magazine") : {_weaponPrice = 120*500};
case ("168Rnd_CMFlare_Chaff_Magazine") : {_weaponPrice = 168*500};
case ("192Rnd_CMFlare_Chaff_Magazine") : {_weaponPrice = 192*500};
case ("240Rnd_CMFlare_Chaff_Magazine") : {_weaponPrice = 240*500};
case ("Laserbatteries") : {_weaponPrice = 25000};
case ("FakeWeapon") : {_weaponPrice = 0};
default {diag_log format ["%1 has no price",_this]};
};
(_weaponPrice);
};
diag_log format ["::::::::::::::::::::::::::::"];
{
_x = _x select 1;
_class = _x;
_weaponsArray=[];
{
_weaponsArray pushBack _x;
} forEach (getArray(configfile >> "CfgVehicles" >> _x >> "magazines"));
_turrets = (configfile >> "CfgVehicles" >> _x >> "Turrets" ) call BIS_fnc_getCfgSubClasses;
{
{
_weaponsArray pushBack _x;
} forEach (getArray(configfile >> "CfgVehicles" >> _class >> "Turrets" >> _x >> "magazines"));
} forEach _turrets;
_parents = ([(configFile >> "CfgVehicles" >> _x),true ] call BIS_fnc_returnParents);
_price = 2000;
switch (true) do {
case ("Kart_01_Base_F" in _parents): {_price = 2000};
case ("Quadbike_01_base_F" in _parents): {_price = 5000};
case ("Hatchback_01_base_F" in _parents): {_price = 5000};
case ("SUV_01_base_F" in _parents): {_price = 7500};
case ("Offroad_01_base_F" in _parents): {
_price = 8500;
if (_x == "C_Offroad_01_repair_F") then {_price = _price*2};
};
case ("Van_01_base_F" in _parents): {
_price = 8500;
if ("C_Van_01_box_F" in _parents) then {_price = 10000};
if ("C_Van_01_fuel_F" in _parents || "B_G_Van_01_fuel_F" in _parents) then {_price = 18500};
};
case ("Truck_01_base_F" in _parents || "Truck_03_base_F" in _parents || "Truck_02_base_F" in _parents): {
_price = 15000;
if ("B_Truck_01_box_F" in _parents || "O_Truck_03_box_F" in _parents || "I_Truck_02_box_F" in _parents) then {_price = 55000};
if ("B_Truck_01_fuel_F" in _parents || "O_Truck_03_fuel_F" in _parents || "I_Truck_02_fuel_F" in _parents) then {_price = 55000};
if ("B_Truck_01_medical_F" in _parents || "O_Truck_03_medical_F" in _parents || "I_Truck_02_medical_F" in _parents ) then {_price = 55000};
if ("B_Truck_01_Repair_F" in _parents || "O_Truck_03_repair_F" in _parents|| "I_Truck_02_repair_F" in _parents) then {_price = 55000};
if ("B_Truck_01_ammo_F" in _parents || "O_Truck_03_ammo_F" in _parents || "I_Truck_02_ammo_F" in _parents) then {_price = 55000};
};
case ("UGV_01_base_F" in _parents): {_price = 15000};
case ("MRAP_01_base_F" in _parents || "MRAP_02_base_F" in _parents || "MRAP_03_base_F" in _parents): {_price = 25000};
case ("Wheeled_APC_F" in _parents): {_price = 35000};
case ("Tank_F" in _parents): {_price = 75000};
case ("Helicopter" in _parents): {_price = 50000};
case ("Plane" in _parents): {_price = 100000};
case ("Ship" in _parents): {_price = 10000};
};
{
_price = _price + (_x call _getWeaponPrice);
} forEach _weaponsArray;
diag_log format ["Calculated price for %1 is %2. It has %3 weapons.",_x,_price, count(_weaponsArray)];
if (count(_weaponsArray)>0) then {
diag_log format ["Weapons for %1 : %2",_x,_weaponsArray];
};
} forEach (call staticGunsArray);
--- End code ---
LouD:
Used your teleport to player and teleport player to me in my admin menu :)
https://github.com/LouDnl/ArmA3_Wasteland.Altis/commit/c1d7525aaa68eee14f5d348cca0e8157feb7f411
LouD:
Set sticky
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