The price are dynamicly generated in the shop. It's in the shop_functions sqf. There should be a itemprice function somewhere there. Why dynamic price ? to handle custom addons easily. I reckon the price generated is sometime wrong. There is room for improvement in the way how price is generated.
Total comments : 2, displayed on page: 2
Virtual TrainingSpace 4.0 - OA
by
Gonza & L'etranger
Description:
VTS was originally created by (Grimm (Elgarion) and the Centurion team).
Thanks for this wonderful concept.
VTS is a mission sandbox.
One of players connected choose to be the Game Master when the mission start.
VTS allow the Game master to create multiplayers cooperatives missions in real time (players connected). with a lot of short cuts to make it quickly.
You don't need to know anything in scripting or mission editing, it's really easy to use, you can spawn everything on the map just in 2 clicks.
You can play in MP or SP (very good to test new islands, vehicles or to use Arma in Role play with friends).
Features:
- Compatible Arrowhead only or Arma 2 Combined operation
- Full ACE II support (but it work if ACE is not installed)
- Support Players versus Players operations
- Norrin revive script
- All side are now playable (West,East,Guer,Civ)
- mission parameters
- Moveable respawn/Startpoint for each side
- Possibility to take control of all units (just by a click on map) (like in matrix !!)
- Possibility to join any units between them (just by 2 clicks on map (Source and target))
- Game master can delete any units (just by a click on map (50 M or 500 M radius))
- Game master can start music from a list
- Game master can change Game colours (stalker ambiance)
- reassign order to any unit on map
- order units or groups to get in a vehicle (just in 2 click)
- Camera 3d for the Game Master
- Teleport any groups or vehicle
- 3D teleport (objects,players,vehicles...anythings)
Installation:
Place the pbo(s) file(s) in your ArmA2 Operation Arrowhead\MPMissions folder.
Port to other maps:
New methode:
The mission .pbo shoud be compatible with all islands (renaming the .pbo with the island extension, should allow you to do so without the need to edit the mission).
Old methode:
You must take the utes or queshkibrul version of VTS to do it!
In this sample i'm porting utes version to chernarus
1-Unpack Mission
2-Change the directory name ->
3-Edit mission.sqm and change all "utes" -> "Chernarus"
4-Start the mission in the editor ARMA2 and :move the aircraft carrier, its objects and markersmove the marker "center" to? center the mapmove markers Boothill, respawn_west, preview ... on an isolated island
6-Save it and that's all
Island supported:
The mission .pbo shoud be compatible with all islands (renaming the .pbo with the island extension, should allow you to do so without the need to edit the mission).
Change log:
beta 10
- Fixed loading loadout on a shop with some item not in store would bug sometime (should now correctly item from the loadout not available in the shop).
- Brush should now be able to select plane & ship up to 5000 meters of altitude / depth .
- Delete should now be able to delete plane & ship up to 5000 meters of altitude / depth.
- Take control should now be able to take control up to 5000 meters of altitude / depth.
- Improved mouse over: When an unit in a group is a player, its name is displayed instead of the classname (better to track player groups).
- Fixed : Right Shift now also work for 3D Spawning & 3D displacement (to reduce rotation & height speed).
- Improved GM interface opening process : Opening GM UI should be faster, better and stronger.
- Revive fix : Workaround to stop people able to get up or reload even after behind injured.
- Fixed Tasks manager : Tasks updating would bug if a player changed class or GM used take control.
- AI Micro management improved : Not moving AI units will now cover & better hold territory when alerted.
- AI Micro management improved : AI units doing small distance patrols (under 150m of travel) will now cover & hold territory when alerted.
- Improved Fill cargo function : Will now create a driver of another group from the cargo group, if the vehicle is empty.
- Fixed Plane spawn : Maned Plane would not get the right velocity on spawn
- Improved Transport unload : Now paradrop AI vehicle cargo if it's an Aerial vehicle flying above 125 meters.
- Fixed : Shop content of Resistance side & Civilian sides were not sync between GM & Players
- Fixed : Spectating camera not aiming at the correct height when a unit is not on the same height as ground.
- Improved : Payers > respawn, should now also teleport inside the base , if the base is in different height than the ground (eg : on a building)
- Fixed : sometime in 3d spawning, object where jumping before beeing spawned
- New feature : Unit properties (which can also be applyed to the unit group) allow to change damage, ammo, fuel, stance etc of specific units .
- Improved : Saving loadout & loadout name, now also save profile next to avoid potential lose due to game crash.
- Fixed : Dead & Unconcious players could be able to open shop or change class in base.
- Fixed: Deads player were able to get up in certain circumstances.
- Fixed : Shops are no more accessible before the game data are loaded.
- Modified shortcut : Del, now only remove dead objects under the brush. (to avoid miss usage)
- New shortcut : Shift + Del & Ctrl + Del, now delete all objects under the brush. (more secure)
- Improved : When using Respawn and have no life left, if ACRE is used player will be swaped in spectator.
- Improved : Unit spawn selection listing is now sorted on alphabetical order
- Improved : Shops now display your class special ability
beta 09
-Added character visualization to the change class function (like the shop)
-Added a Min & Max button for easier "item unlocking/locking" on the GM shop interface.
-Added a "R2D" spawn button, to allow randomized spawn in a position inside the brush.
-Disabling "All units markers" now disable mouse over info on map (so a GM can also play its mission without being spoiled)
-Added a rename button to allow "Persistent equipment slots" to be renamed.
-Modified the way "players markers" are created on GM side to try to improve their reliability over time.
-Replace Revive "Last stand" by "Revive - No Respawn" so you can now specify amount of life available (player bleeding to death in no Respawn will still die definitely).
-Added a new button on the GM interface "Scale interface" to either scale the interface to the screen or use the game interface size.
-Implemented an UI editor to smooth up gm interface update.
-Change side function will now give a boost in rating so player doing friendly fire while in change side doesn't turn renegade.
-Changing class when in a group should now keep squad leader as leader.
-Merged Dice buttons into 1 combolist.
-Updated interface layout to regroup functions of the same family together.
-Added a fill Cargo function, that create a group inside vehicles cargo of the same side, with the current selected faction infantries (useful for fast convoy / air support creation).
-Improved "Initial spawn on base" & "Players > to Base" to be more accurate (and reduce spawn in water probability again)
-Added a command script to spawn the Arma 2 LHD if detected in the loaded data.
-Fixed Delete function not deleting spawned target type objects.
-Added A3 parachute (Beta) item to fix the "Parachute a group" function now to work on A3. (AI handling parachute seems to crash A3 a lot)
-Added a command to activate some kind of N2O for vehicles (more for fun & stunt).
-Now filtering work is available for all type of listing in the GM interface
-Shop update : the balance must now be set in the shop instead of the GM interface
-Shop update : Shops are now specific to each side (items counts & balance) and does not share the same equipment availability.
-Shop update : Added button to Fill all or unfill all items from a shop for GM.
-Shop update : You can now create custom shop with "vts_isshop" function (can be used to simulate weapons box / vehicles garage etc with specific content).
-Fixed : In the shop, was able to sell some items without them to be removed from the inventory.
-Added buttons to access all shops on the GM interface.
-Fixed: Land & Transport unload should now work with group with multiple vehicles
-Improved : Starting with no equipment will now remove head gear / vest & pockets items (maps etc...)
-Added units count per side on the GM interface
-A3 specific : Replaced resistance placeholder by A3 Beta green units.
-Fixed "player killed" log not displayed in Log on Dedicated environment.
-Hopefully fixed the random Task manager issues.
-Destroy terrain improvement : Now work on A3 buildings too, and should be better sync to JIP players.
-Fixed : Change class function was listing faction with no men available (ex : if you AiA with CO content disable, or for custom addons factions with no infantry)
-Improved Revive system : Dying on water nearer than 1KM of the shore will wash you on the ground nearby instead of respawn/immediate death.
-Improved Revive system : Dying on a spawned building should let you be revived at the spot you died, although your ragdoll crossed through (BIS bug)
Beta 08
- Fixed : unit in building would not move out of building on dedicated server when GM giving a new order.
- Fixed : Group spawn in slope could have an unit with wrong movement behavior.
- Improved Custom group : Spawning units with a different side should be more efficient (no more ofpfor shooting themself when spawned on bluefor).
- New feature : A timer GM can launch on all client (JIP compatible).
- Improved Shop : Now show your avatar when equipping.
- Improved Shop : Removed unlock system and replaced it by an Item count (GM can now setup the ammount of different items available, and player can still their stuff in the shop to store them for later mission).
- Improved Shop: Increased shop distance detection for sell-able vehicle in proximity.
- Fixed : Uniform from different side are no more displayed in the shop (to avoid multiplayer uniform equipement bug).
- Fixed : Stuttering in Spectator camera mode when a following an unit.
- Improved : Filling interior & Populate should have less swimming unit inside.
- Improved : Filling interior & populate should be less performance killer now.
- Modification : Populate only spawn civilian unit & empty vehicles now. (Use fill roads to have civilian moving vehicle).
- Improved game master interface performance.
- Improved Hostage behavior : Hostage on follow will automatically move in formation to the player.
- Improved Revive : Revive actions are now JIP compatible, dragged player should be detached more correctly now.
- Improved Revive : Now displaying time left before reviving an unconscious comrade.
- Improved shop : Goggle panel is now gear panel and contain all uniform / helmet / goggles, while gear panel is now item panel and contain all items and weapons attachment.
- Improved shop : persistent load-outs are now always accessible, but don't load items not available in the shop.
- Improved Shop : Selected weapon on player list now display compatible mags & items in the shop list.
- Fixed : Civilian side on Arma 3 was hostile to everyone, the VTS is now forcing them to be neutral to everyone.
- Added : Targetbase filter in object > object listing.
- Added : New revive option "Last stand", players can't respawn but can be revived. If the timer, while bleeding, reach 0, they cannot be revived anymore and are switched in spectator mode.
- Fixed : unconscious player cannot throw things anymore.
- Improved Spawning ammo : now spawn them in Air if the ammo is not a kind of mine or grenade (usefull for LGB, Flare etc...)
- Improved AI Micro management : AI can now be alerted by hearing nearby ACRE speaking player (only if ACRE is used).
- Improved AI Micro management : AI now take notice of gunfire from farer distance and behind hill (affected if player use silencer or not).
- Fixed : With Revive system, sometime we were unable to release dragged comrade by ourself inside buildings.
- Fixed : using the "players to respawn" function was killing swimming unit.
- New feature: Logs function. Allow GMs to keep track of death, revive, respawn, & VTS interactions activities during the session.
- Improved : Weapon randomize now use a 2D brush
- Improved Time sync : Now player should be resync to the server time every 120s to avoid ingame time desync on long session.
- Improved spawner : Workaround to fix bugged addons spawning on a different side than the one displayed in the computer.
- Fixed : Change side was not working on all kind of ship.
- Improved Filling interior function : Fixed bug where unit where not spawning correctly and Unit filled are now handled by the AI micromanagement (if activated)
- Improved : Populate with civilian should be less intensive now.
- Fixed : Communication menu in A3 was not working correctly (to change view distance locally or open the group manager)
- Improved : Spawn wreck script now compatible with A3
- New order : Transport unload (make groups inside a vehicle handled by another group, to unboard it).
beta 07
-Fixed unit skill not displayed correctly in GM interface, when the unit was local to the dedicated server.
-Reduced overal data broadcasted at INIT & in JIP (should reduce unsync on JIP player).
-Fixed : creating an ammobox or a building would make JIP players to be unsync.
-Improved : Added enter shortcut to validate a command line in the gm interface.
-Improved IED : detecting target speed should now be retro-compatibe with Arma 2.
-Change : Ammobox doesn't draw marker anymore.
Version beta 06:
-Fixed firemode changing by itself.
-Added a gesture commo rose accessible with the "²" key
-Improved Friendly name : raised a bit.
-Improved Delete : Now delete gears on the ground.
-Fixed : GM units markers was not displaying corpse after turning it off / on.
-Fixed : GM interface custom group are now also displayed on faction without group data.
-Fixed : Buying a new bag in the show will now destroy the currently equiped bag instead of overloading the ground.
-Fixed : Unlocking all weapons in shop now also unlock the custom loadouts even if starting equipement is set to 0 (make more sense).
-Fixed : Killed GM now respawn correctly.
-Fixed : Remove dead function was sometime removing building & units.
-Fixed : Buying loadout will not teleport at bottom of a building/ground, if the shop is on altitude.
-Improved shop : Radio are now filtered to avoid multiple radio of the some name (to stop acre radio to overload the shop).
-Improved shop : Added a filter to help finding what your looking.
-Added shortcut in edit field : Enter & Num Enter now apply the set value.
-Improved player id generation.
-Improved data loading time.
-Improved JIP : spawned building & objects marker are now JIP compatible.
-Improved group manager : Should now refresh more accurately when the player is changing group.
v4.0 Beta 03:
- Fixed, sometime respawning was not teleporting you correctly to your base.
- Fixed, sometime GM could have the computer multiplied.
- Added a player killed log, for GM.
- Improved class change function.
- Now when you spawn a static group on a building they will be auto positioned on building position.
- Added a filter in the Load & Save panel (All, Shop & unlocks only, Spawn only, Building Only).
- Added an AI micromanagement parameter (Default On).
- New feature AI micromanagement (AI will share your position to nearby group, patrolling groups nearby will come investigate while static groups nearby will take defensive position). If a group has 30% of its units in a building, they will use the building to fight.
- Added an AI aim shake param (setup how much the AI can miss you).
- New Feature : Taxi system "vts_istransportvehicle". Work on Land / Ship / Helicorpter vehicles. Allow players to be transported acrosse the island before returning to base. Squad leader can change RTB position of each taxi. AI is still AI... But a lot of guardrail has been implemented to make the transport reliable.
- Improved Weaponize functions (it now adds a vest to the target, if it doesn't have one).
- Improved overall interface reactivity (This should reduce a lot the "click not working" effect).
- Improved Headless support.
- Clone function is now also cloning Weapons & Loadout.
- Fixed task Fail / Succeed not working.
- Fixed change class on GM would lose the open computer action.
- Added a marker on placable sounds to help deleting them.
- Improved Revive system : Drag action added. Life is now lost when shot down. Heal time increased to 20 seconds.
- Improved populate with civilian : Cars should now have a correct orientation on roads.
- Improved fill roads : Vehicles should patrol on longer distance and start with a better orientation.
- Added a new mission parameter : AI aiming efficiency (adjusting the ai shaking skill).
- Improved computer map interface : alt + 2xClick to teleport, shift + 2xClick to go in camera mode, 2xClick to apply current order, Del to erase objects under the current brush.
- Fixed Hostage behavior being stuck on dedicated server.
- Improved 3D placement & 3D move : Objects should not move further the camera angle now.
- New feature : Unit data, as mouse over on the mini map.
- Improved : Spawned units now have an unique varname (which can be used to manipulate them with the command line & scripts).
v4.0 Beta 02:
-Added Urban patrol (UPS) to order list
-Rewritten the class switch system and enabled it by default, it's now fully working. You can switch to an engineer to repair vehicles or a demo expert to disarm mines.
-Added a mission parameter so squad leader can see other squad leader positions.
-Added the possibility to become the leader of your squad if you enabled group change in parameters.
-Hopefully improved missions parameters clarity.
-Fixed and improved weapon randomizer.
v4.0 Beta 01:
-Allow multiple gamemasters (disabled by default in the mission parameters).
-Improved take control.
-Improved 3D object placement.
-Fixed IEDs.
-AI accuracy is now setup correctly corresponding to the skill level (no more aimbot at 0.3 skill).
-Map position & zoom stay the same after opening & closing the computer.
-Added improved audio & text notification when doing stuff with computer (when on unit you got the hint, when in camera you got the chat text).
-Camera now display its position on the world.
-Improved help message in camera mode (H key).
-Fixed a bug where multiple GM could teleport the wrong user.
-Added ability to spawn ammunition directly (it can be use to spawn arty munition, smoke, mine etc..).
-Added the ability to support more than one game master (assistant, or in mission parameter everyone)
-Added a randomize weapon function (useful to arm civilians).
-Shop improved support : Goggles, Bags.
-Shop fix : Game master now sell and buy for free, and don't unlock what he sell.
-Some improvement and bug fix in the revive system.
-Added custom VTS looping musics track.
-Increased the capacity of playable units per side.
-Added console link feed (can't only spawn 8 max before feeds going mad).
-Add vts_issabotagable script (can be applied on any kind of spawned object).
-Scripted interactive objects now correctly display their name when used by a player.
-Fixed slow loading time.
-Removed trigger creation panel.
-... (lot of small things & fixs)
RC11
- Add : Support for Isola Di Capraia island in the .bat
- Add : Support for ACE rope box and CSW box in logistic crates
- Fixed : Shop items were always unlocked although unlock option was set on "Unlock by GM and players sales"
- Fixed : Fog was not sync for JIP players
- Fixed : Rain was not sync for JIP players
- Fixed : Color filters was not sync for JIP players
- Fixed : Sometime spawn base was created on water on some islands.
RC10
- Fixed : Hostage should not move when in custody
- Improvement : Shop items are now filtred by item slot type
- Add : Arma artillery ammunition support
- Add : Support for ACE AI talk & radio.
RC09
-Add : VTS Shop
-Add : vts_isShop function (anything alive/notdestroyed, can be a shop)
-Add : Side Balance. Each side has its own money, GM can change it at anytime
-Add : Kill every units *radius (kill or destroy any soldiers and vehicles in the selected radius)
-Add : Shop mission params (1 - Initial team money, 2 - Items availability, 3 - Items unlock method)
-Add : Night moon light (full, none)
-Improved : IED are now more reactive
-Improved : Load/Save , now store Balance and Unlock list
-Fixed : Players shouldn't see a rabbit anymore when using GM use 3D move tool.
RC08
- Add : Enable/Disable Ambient animals module
- Add : VTS function library (quickly create , IED, Hostage, VIP, Target, Pickable...)
- Add : Available init function list
- Add : Placeable Environement Audio on the map
- (Add : a .bat in the archive to generate the mission for populars islands)
- Fixed : Name field for unit, vehicle, empty vehicle, object, the name will return the object for futher manipulation of the GM
- Fixed : Name field for group, the name will return the group for futher manipulation of the gm
- Fixed : Init field, it should apply to all object and unit of a group
- Improved : Logistic list scanning method (should not miss any Ammobox)
- Imrpoved : Object list scanning range (Wrecks and Military objects are no avalaible)
- Improved : Music listing store the last music played
- Improved : Mission Loading information
RC07
-Improved Save and/or Load option (this should fix some object not spawning correctly sometime, but Build is a bit longer now)
-Improved unit spawning performance again (Please, let me know if you encounter any issue with 2D or 3D spawn)
-Improved 3D Spawn (now using the FPS camera)
-Improved the 3D Displacer tool (now using the FPS camera)
-Added "Land_fire" objects to the object listing scanner
RC06
- You can now Save and/or Load your mission setup
- Improved skill value setup (using a slider now)
- Ability to change a group side (ex : East Spetnaz -> West Spetnaz)
- Renabled Alice Ambien Civilian (let BIS work populate your mission
- Added Engineer class for West & East side (to allow vehicle fixing)
- Fixing GM markers not disappearing or not linked to a unit
- Added a help screeen with various script help
- Improved unit spawning performance
RC05
- Fixed 3d placement when not on dedicated server
- Able to listen music before broadcast to all players
- New Vts Freecam
- Divers fix
RC04
- Revamped GMs marker, smoother & faster
- GMs can now also see vehicles on map. (yellow = empty vehicles)
- Added GMs interface tooltip for all buttons (all functions shall be explain)
- Improved GM's interface speed
- Fixed restoring GM's interface parameters
- Improved populate functions
- Added options "Fill roads with land vehicles from the current faction"
- Fixed EAST, GUER, CIV respawn when using Revive params
- Fixed random patrol exiting the specifided radius
- The GM's map now display satellite data
- Various fix
RC03
- Fixed issue with server addons not correctly read sometime
- Factions without interest are now filtered out of the interface
- Added "patrols buildings" in orders options
- Improved "fill buildings" functions (better roe and stance)
- Added Ace magicbox support
- Fixed various bugs
- Take control can now be stopped from inside vehicle
- Improved "sit on chair" ability
- Reduced min radius to 5 (to improve gm work accuracy)
RC02
- fixed issues with some addons breaking the mission init (thanks to Sekra)
- fixed resistance and civilian objective not displaying correctly for thoses side
- Populate functions are now run on the server side
- Added a parameter to select on wich technical side, addons are read (server or gamemaster)
- spawning on dedicated server now have a visual feedback for GM
- Improved delete function to clean group and reduce max group limit obtention.
- GM interface improvement
RC01
- All installed addons are now usable in the mission (from units to musics... )
- Improved Game master interface speed
- Fixed game master interface parameters sometime not restored when opening it
- Fixed AI parachute opening the chute too late
- Fixed JIP GM not having access to high command
- The mission .pbo shoud be compatible with all islands (renaming the .pbo with the island extension, should allow you to do so without editing the mission).
- Logistics are now on the object side
- Added option to sit on chairs (Communication Menu > Anim : Sit on chair)
Beta 12
- Fixed join tool
- Fixed scripts using map click not correctly working on certain island (including Takistan)
- New Gamemaster markers system implemented
- Fixed JIP issues
- Fixed OA compositions not spawning
- Added the ability to turn on Alice Module
- Added the ability for the GM to use HIGH COMMANDING to move units on map (be carefull, you can ask ennemy side to attack themself)
- Improved group spawning
- Improved vehicle spawning
- Base marker are now hidden to other players sides.
- Removed Evac chopper
- Fixed another bug that would prevent the GM to spawn more units after an error.
- Fixed marker for base and compositions not spawning correctly after one spawn
- Fixed init field not working
- Improved scripts performance
- Added params to lock play side (player will lose control and is asked to change side)
- Players are now referenced as user instead of joueur
- Objectives markers are now JIP compatible and per side displayed.
- Dynamic Tasks based on objectives markers state.
- Updated GM mini map icons
- Added an option to disable different GM during a session (once one is picked he can be the only one for the session)
- Improved specific user teleport option
- Added a Land movement waypoint to make ai chopper to land.
- Fixed US static list
- Fixed group and unit skill setting
- Cleaned some unused scripts
Beta 11
- Removed the change side option (too buggy)
- Improved ACE compatitbility
- Improved gamemaster performance
- Added an option to parachute existing group
Beta 10
- For Arrowhead only or Arma 2 Combined Operations
- Added all the AO stuff to play with
- Added an option to populate village with takistan civilians
- Fixed minors bugs
- Added check to prevent the gamemaster not be able to spawn stuff anymore at certain time
Credits & Thanks:
By Gonza and L'etranger from Grimm's original work
thanks to Norrin and Sekra for Help
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I would like to know where in the mission files can i alter the item prices for the shop?
The price are dynamicly generated in the shop. It's in the shop_functions sqf. There should be a itemprice function somewhere there. Why dynamic price ? to handle custom addons easily. I reckon the price generated is sometime wrong. There is room for improvement in the way how price is generated.
Total comments : 2, displayed on page: 2