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  1. Updated to safier version (i think). Only "downside" of this solution is if you have class arifle_Mk20_GL_F { quality = 1; price = GUN556_PRICE_BASE + GUN_GL; sellPrice = asda; }; it will be unsaleable insted of counting price * sellPriceFactor. But i think it will make spotting ExileArsenal config typos easier.
  2. Example : #define GUN556_PRICE_BASE 1000 #define GUN_GL 500 class arifle_Mk20_GL_F { quality = 1; price = GUN556_PRICE_BASE + GUN_GL; }; With something like this we can buy this weapon (there is no isNumber there), but instead of selling price we have 'unsaleable'
  3. HI! Today i spent about 5hrs to totally rebuild CfgExileArsenal to be able to set all prices with few constans values. Then i noticed that items with calculations in price are unsaleable :(( So, here is fix for this if anyone want it. class CfgExileCustomCode { ExileClient_util_gear_calculateSellPrice = "Exile_Client_Overrides\ExileClient_util_gear_calculateSellPrice.sqf"; }; ExileClient_util_gear_calculateSellPrice.sqf: (v2) /** * ExileClient_util_gear_calculateSellPrice * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_className", "_amount"]; _className = _this; _amount = 0; if(!isNull (missionConfigFile >> "CfgExileArsenal" >> _className >> "sellPrice"))then { _amount = getNumber (missionConfigFile >> "CfgExileArsenal" >> _className >> "sellPrice"); } else { if(!isNull (missionConfigFile >> "CfgExileArsenal" >> _className >> "price")) then { _amount = getNumber (missionConfigFile >> "CfgExileArsenal" >> _className >> "price"); _amount = _amount * (getNumber (missionConfigFile >> "CfgTrading" >> "sellPriceFactor")); _amount = (floor _amount) max 1; }; }; _amount Enjoy! PS. Sorry if it's wrong forum to post it