Author: fr33d0m
Author Website: http://www.tmnclan.com

Requirements: No addons required

Version: 2.0

Short description: Adds a snazzy GUI Based Defense Budget System to your mission.

Date: 2014-06-05 09:24


Comments: (1)
Rating:



 

[TMN] Defense Budget System

by
TMN Fr33d0m


Description:
The TMN Defense Budget Modification allows mission makers to introduce a managed defense budget into their missions, utilizing a snazzy new GUI to track budget, total war cost, current rank and rating, access VAS and buy vehicles, aircraft and armor.

Constructed as a bigger sister program to the Action-Menu powered TMN Defense Budget System V 1.5, The TMN Defense Budget Modification is lighter, faster and prettier than it's smaller counterpart! Both pieces of software will be maintained separately, as this version is a different animal from a programming perspective, a bit more difficult to modify and does not support FIA faction.


Features:
  • Toggle-Enabled Built in UP Armored Humvee Support (I like that mod!) (Toggle in script, off by default).
  • NATO, AAF and CSAT support.
  • VAS Support (Best if used with VAS, pay for access to VAS!!)
  • Buy vehicles, Aircraft and Armor, reward missions completed with money!
  • Meritocracy System- Ability to purchase based on player rating. Team killing or Civ killing = No buying things!! Enemy kills and objectives complete = more rating points = ability to buy bigger ticket items!
  • Big ticket items locked to rank of Major by default. Gives a clan leader control of the budget for big ticket purchases!
  • Ability for Major to allow temporary VAS access for all players. Outfit your team before going into battle!
  • Snazzy video & awesome subtle background music at GUI.
  • Built to tinker - Well explained, well designed scripts allow for a novice to intermediate mission editor to customize a store by adding or removing entries! Copy, Paste and Edit!

Installation / Usage:
Drag and drop ALL FILES into your mission folder (The one accessed by the 2D editor).
Exclude the example mission folder (obviously).
Copy the contents of the Description.ext to your mission's Description.ext.
Note: This thing is designed to work with Tonic's VAS.

UNIT INIT ENTRIES: You can paste this into the INIT of anything, a computer, a person, a vehicle, whatever for the corresponding side you wish to access via this terminal.

In the Arma 3 2d mission editor:
For BLUFOR side, in 2D EDITOR:
Blufor:
this addAction ["NATO Budget Interface", "scripts\B_economy.sqf"]; 
Add corresponding INIT entry above to whatever you want. Remember to setDamage false!! or when it dies, no more economy access!! (Unless this is a DESIRED effect).
Place 3 "empty" markers. Name them:
vehspawn
airspawn
chspawn
These markers are where the stuff will spawn when you buy it. Make sure there isn't anything in the way that might make it explode. Rocks for example.
Place at least one playable unit with rank of MAJOR (Can buy big ticket items, should probably be a slot for your clan leader or something).

How to Award Money:
When a mission is completed, use:
B_defensebudget= (B_defensebudget+150000); publicVariable "B_DefenseBudget"; 
change the number as needed for what you want to reward for the task. You can do this in a trigger activated field or in the setTaskState block, amongst many other places.

For OPFOR side, in 2D EDITOR:
Opfor:
this addAction ["CSAT Budget Interface", "scripts\O_economy.sqf"]; 
Add corresponding INIT entry above to whatever you want. Remember to setDamage false!! or when it dies, no more economy access!! (Unless this is a DESIRED effect).
Place 3 markers. Name them:
O_vehspawn
O_airspawn
O_chspawn
These markers are where the stuff will spawn when you buy it. Make sure there isn't anything in the way that might make it explode. Rocks for example.
Place at least one playable unit with rank of MAJOR (Can buy big ticket items, should probably be a slot for your clan leader or something).

How to Award Money:
When a mission is completed, use:
O_defensebudget= (O_defensebudget+150000); publicVariable "O_DefenseBudget"; 
change the number as needed for what you want to reward for the task. You can do this in a trigger activated field or in the setTaskState block, amongst many other places.

For INDFOR side, in 2D EDITOR:
Independent:
this addAction ["AAF Budget Interface", "scripts\I_economy.sqf"]; 
Add corresponding INIT entry above to whatever you want. Remember to setDamage false!! or when it dies, no more economy access!! (Unless this is a DESIRED effect).
Place 3 markers. Name them:
I_vehspawn
I_airspawn
I_chspawn
These markers are where the stuff will spawn when you buy it. Make sure there isn't anything in the way that might make it explode. Rocks for example.

How to Award Money:
When a mission is completed, use:
I_defensebudget= (I_defensebudget+150000); publicVariable "I_DefenseBudget"; 
change the number as needed for what you want to reward for the task. You can do this in a trigger activated field or in the setTaskState block, amongst many other places.


License:
You may use and alter this script internally, but you may not redistribute. Exception: You may distribute this script as a part of your mission, with proper credits given.

Arma 3 Defense Budget Script AKA TMN Economy Script by TMN Fr33d0m
All Right Reserved
For Information and Inquiries:

SUPPORT: You may contact Fr33d0m and any other Developer/Admin at The Medius Network to request limited support for usage, editing and installation of this script. Please visit http://www.tmnclan.com (The Medius Network) for contact information, including teamspeak.


Changelog:
v2.0
- unknown

v1.5
- No more e+006 truncation! Number Truncating Error Fixed, Now all numbers display correctly! (Special Thanks to Corello for working this one out)
- A Budget for All Sides! Sides FIA and AAF now supported.
- Buy the hot new Richards MilSim HMMWVs! BLUFOR side has optional Up Armored HMMWV Modification support. Switch it on in the B_Economy.sqf script. (Off by default)
- Annoyed by VAS limitations at mission start? Now Optional! New way for MAJOR to unlock VAS to everyone with 0 rating and above for 5 minutes, allowing a MAJOR to outfit his team prior to first contact if he sees fit. Negative Rated players are still in the dog house
- Instant rating for MAJOR! New way for MAJOR to get instant rating points, for those times when the required rating of an item needs to be higher than the default rating for rank of MAJOR.


Forum topic:
- BI forums




Enable javascript to be able to download from Armaholic please!



Tags: Budget,   Money,   Store