sageza

locking a "spawned" vehicle

14 posts in this topic

hey all,

 

it is possible to add a option where we can lock/own a vehicle that we have found?

reason would be i'm running my server with mass weapons/vehicle's and rhs and the traders are making the game to easy imo.

it would be harder/challeging to find a good vehicle and then lock it/own it, as far as i am aware the only way to "own" a vehicle is to buy it from the traders, otherwise it wont be put in the database.

 

greetz

Edited by sageza
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2 minutes ago, Sir DannyDoomno1 said:

the magic with code is, if you can imagine it, you can build it.

Go for it buddy  !!

The problem is i dont know how, and my Players are begging me not to try since i break more then i fix....

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sounds like me mate, i do all my own scripting. and trust me its an easier one than you think.

step one, delete the original veh

step two, flash a code lock to the player asking for a code

step 3, spawn a new one using the exile function spawn_persistant (i cant remember the freaking name)

step 4, profit

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Lower the selling prices for stuff to help your economy rather than adding a load of code.

you can lower selling prices without affecting buying prices in the main mission config:

 /*
 * This factor defines the difference between sales/purchase price of
 * items and vehicles. It is used if there is no sales price defined
 * in CfgExileArsenal.
 */
 sellPriceFactor = 0.3;

I lowered mine from 0.5 to try to balance the amount of cash in game

or you can do it per item:

{ quality = 1; price = 100; sellPrice = 0.1; }; > sells for 100 buys for 10

in the trader section of the config

Edited by red_ned

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12 minutes ago, Sir DannyDoomno1 said:

wow you did not read the post did you ?

he wants to make it so you cannot buy the best cars, only find them and lock them down.

actually he said

"reason would be i'm running my server with mass weapons/vehicle's and rhs and the traders are making the game to easy imo."

I suggested how to make the economy better as no one has coded this and he cant code, this is an alternative, but thanks for reading my post

 

Edited by red_ned

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24 minutes ago, red_ned said:

Lower the selling prices for stuff to help your economy rather than adding a load of code.

you can lower selling prices without affecting buying prices in the main mission config:

 /*
 * This factor defines the difference between sales/purchase price of
 * items and vehicles. It is used if there is no sales price defined
 * in CfgExileArsenal.
 */
 sellPriceFactor = 0.3;

I lowered mine from 0.5 to try to balance the amount of cash in game

or you can do it per item:

{ quality = 1; price = 100; sellPrice = 0.1; }; > sells for 100 buys for 10

in the trader section of the config

Yea i know about that but my endgoal is to remove all traders except some roaming traders, and that you can lock/own vehicles that randomly spawn

 

Edit: i redid my entire economie so now it does Hurt when you lose a vehicles, but it would be fun (sadistic laugh) if you can only find vehicles

Edited by sageza

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