Closed guilemouse closed 3 years ago
b_factions = [];
{
_x params ["_name","_title","_side","_flag"];
b_factions pushBack [_name, _title, _side];
}foreach(OT_allFactions);
//returns [["BLU_F","NATO",1],["OPF_F","CSAT",0],["IND_F","AAF",2],["IND_G_F","FIA",2],["BLU_G_F","FIA",1],["OPF_G_F","FIA",0],["IND_C_F","Syndikat",2],["BLU_T_F","NATO (Pacific)",1],["BLU_CTRG_F","CTRG",1],["BLU_GEN_F","Gendarmerie",1],["OPF_T_F","CSAT (Pacific)",0],["IND_E_F","LDF",2]]
OT_interactingWith getvariable ["factionrepname",""]; //This returns "AAF" aka Select 1 of data array in b_factions
server getVariable [format["standing%1","IND_F"],4]; //returns actual faction aka select 0 of data array in b_factions
//Following code blow shows gear for faction names above... used to debug
//Don't really need call of OT_fnc_buyDialog but i was too lazy to see if standing "b_s" mattered to menu of gear buying, i don't think it does.
b_gear = [];
b_gear = spawner getvariable[format["facweapons%1","BLU_T_F"],[]];
b_s = [];
{
if !(_x in OT_allExplosives) then {
b_s pushback [_x,-1];
};
}foreach(b_gear);
createDialog "OT_dialog_buy";
[OT_nation,0,b_s,1.2] call OT_fnc_buyDialog;
b_count = count (b_gear)
Closing issue for now, as jobs are more relevant and fixed. This seems not as big a deal anymore...
Issue: Certain factions like "Russian (Camo)" etc are spawned with no job offers, blueprints, but no items to purchase from their inventory. Leading to a need to wait and get their reputation somehow.
Solution: either make a certain item be really expensive, to boost 1k spent = 1 rep bonuses via buying. Or seek other ways to offer job and faction reputation. Maybe one job = multiple faction rep for the factions that are suppose to ally together.