ArmaDB

Conflict game mode with money instead of supplies: arsenal, vehicles and respawn loadouts cost currency you earn from kills and objectives. Configurable via the Game Master menu.

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12 votes

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1,279 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6266536684706CDD

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Details

Author
KatataFish17
Version
1.0.20
Size
898 KB
Licence
Custom
Game version
1.8.0.10
Likes
0 / 0 dislikes
Published
24 Sep 2024
Updated
1 month ago
Workshop ID
6266536684706CDD

Recent adoption

30 days: +12 −11 ↑0

Version history

10
  1. v1.0.20 898 KB 25 Aug 2026

    1.8 overhaul

  2. v1.0.19 889 KB 7 Apr 2025
  3. v1.0.18 889 KB 20 Mar 2025
  4. v1.0.17 889 KB 20 Mar 2025
  5. v1.0.16 889 KB 20 Mar 2025
  6. v1.0.15 889 KB 20 Mar 2025
Description from the Workshop

ConflictEconomy turns the Conflict economy from supplies into a money system (built on BasicBanking): - Rewards: objectives and (optionally) kills pay out money - amounts freely scalable. - Arsenal for money: weapons/gear at the arsenal cost money instead of supplies. Prices default to the item's supply cost, optionally overridden per item (and per faction) via a dedicated price list. - Vehicles/assets for money: spawns cost money - prices via the included vehicle price list. - Respawn/loadouts for money: respawning at a (non-HQ) base costs money instead of base supplies; the map blocks respawn when you can't afford it. - Everything via the Game Master menu and saved across server restarts - adjustable live at any time. Every system can be toggled individually: if a toggle is off, that area falls back to normal vanilla behavior (supplies). ADMIN SETUP Dependency: ConflictEconomy requires BasicBanking. Load both mods (BasicBanking first). 1. Game mode: The Conflict game mode prefab already contains the components KF_BankingGameModeComponent (BasicBanking) and KF_ConflictEconomyConfig (ConflictEconomy). An arsenal price list can optionally be assigned on KF_ConflictEconomyConfig (Configs/KF_ArsenalPriceConfig.conf). 2. Enable the Game Master menu (one-time, in the Workbench): Register the editor attribute list on the attribute manager so the GM tab appears: - Open a global editor mode prefab (e.g. EditorModeStrategy.et / EditorModeAdmin.et). - Component SCR_AttributesManagerEditorComponent -> field m_AttributeLists -> add Configs/Editor/ConflictEconomy_AttributeList.conf. - In game, as Game Master, open the (global) attributes -> tab "Conflict Economy". GM SETTINGS (all persistent) - Cash system enabled (via BasicBanking) - Starting amount (via BasicBanking) - Transaction log retention in days (via BasicBanking) - Respawn/loadouts: money instead of supplies - Arsenal items: money instead of supplies - Vehicle/asset spawns: money instead of supplies - Reward mul...