Summary
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.
Description
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 multiplier
- Kill reward enabled + amount per kill
- Respawn cost multiplier
- Arsenal price multiplier
- Vehicle price multiplier
MAINTAINING PRICE LISTS (in the Workbench)
- Vehicles: Configs/KF_VehiclePriceConfig.conf - prefab to price. Vehicles not listed use their supply cost.
- Arsenal (optional): Configs/KF_ArsenalPriceConfig.conf - item prefab (+ optional faction key) to price. If an item is missing, its supply cost applies. Empty faction key = all factions.
DATA STORAGE (server profile)
- $profile:ConflictEconomy/Settings.json - saved ConflictEconomy GM settings.
- Accounts/transactions themselves live in BasicBanking ($profile:BasicBankingDB/...).
Note: For a pure money economy, give bases plenty of / unlimited supplies in the Conflict setup - the gate and the charge then run entirely on money.
License
ConflictEconomy - License
=========================
Author: KatataFish17
This mod ("the Mod") is published under the Arma Public License No Derivatives
(APL-ND) by Bohemia Interactive a.s.:
https://www.bohemia.net/community/licenses/arma-public-license-no-derivatives
Note: ConflictEconomy requires the "BasicBanking" mod; its license and credit
requirement additionally apply.
AUTHOR'S ADDITIONAL GRANT
-------------------------
Notwithstanding the "No Derivatives" clause, the author additionally grants the
right to create and publish derivative works of the Mod's files (in particular
via Enfusion modded/override scripts, or by editing/replacing this Mod's files),
PROVIDED THAT ALL of the following conditions are met:
1. This Mod remains a required dependency of your work: it must be referenced
as a dependency and loaded alongside your work. You may NOT bundle a
standalone copy of this Mod's content into your own work.
2. Clear credit to this Mod is given in the public description of your
mod/work (name of the Mod + author).
All other terms of APL-ND continue to apply unchanged (attribution, no
misrepresentation, non-commercial use as defined by APL-ND, etc.).