Shop contents
Overview
Every shop references a shop inventory config which determines what items are in assortment. Inventory config, in turn, can reference one or more of shop item groups, and a series of attribute overrides.
A shop item group can include one or more entity catalog imports, as well as a list of specific prefabs to include explicitly.
Info
This hierarchical structure allows for item groups to be added to various shops like building blocks. For example, camping equipment (fireplaces and various tents) are defined as a single item group, which then is added to general stores and player-placeable equipment stores in FOBs and MOBs.
New tent variants can be added to the item group, without having to update every single shop type.
Attribute overrides allow to override attributes of an item, but with effect only within the current shop: change an item price, limit the ability to sell or buy an item, change item abundance and more.
Default shops inventory rules
Note
See dev tools for instructions on how to inspect what item attributes are seen by FF and cross-check that with requirements below - this is the fastest way to figure out why an item is not showing up.
| Shop | Item requirements (any of) | Config file |
|---|---|---|
| Resistance officer (hideout) | - assigned to PLAYER faction and item arsenal type is one of:• RIFLE• PISTOL• LETHAL_THROWABLE• ROCKET_LAUNCHER• MACHINE_GUN• SNIPER_RIFLE• NON_LETHAL_THROWABLE• WEAPON_ATTACHMENT• EXPLOSIVES- assigned to PLAYER faction, arsenal type = MORTARS, arsenal mode = AMMUNITION |
{DBBD1C2408C9779B}ResistanceGunTrader.conf |
| General store | - assigned to AMBIENT faction and arsenal item type is EQUIPMENT- assigned to any used faction, arsenal item type is EQUIPMENT and the prefab name contains one of:• Binoculars_• Watch_• Compass_• Flashlight_• ETool_ |
{B8FDE9F57AF8C2A3}TownGeneral.conf |
| Clothing store | - assigned to AMBIENT faction and the item arsenal type is one of:• BACKPACK• HEADWEAR• TORSO• LEGS• FOOTWEAR• HANDWEAR |
{18115657A08D021C}TownClothing.conf |
| Drug store | - assigned to any used faction and the arsenal item type is HEAL |
{F289C4DA3356D415}TownMedicals.conf |
| Medical tent | - assigned to PLAYER faction and the arsenal item type is HEAL |
{DE45425D32B997A3}PlayerMedicals.conf |
Vehicle shops
Vehicle shops are a specialized type and require vehicle attributes to be correctly configured for each item to be available. Otherwise, they use custom requirements just like regular shops.
| Shop | Item requirements (any of) | Config file |
|---|---|---|
| Player procurement | - assigned to PLAYER faction and armament type is UNARMED |
{79793A4A21726B0F}FactoryVehicles.conf |
| Port import (pickup area) | - assigned to SUPPORTING faction and parking domain is LAND |
{3D119CE0F69388D0}ImportVehicles.conf |
| Airport import (pickup area) | - assigned to SUPPORTING faction, parking type is CAR or MOTORBIKE and parking domain is LAND |
{3D119CE0F69388D0}ImportVehicles.conf |
| Airport import (helipad) | - assigned to SUPPORTING faction, parking type is HELICOPTER and parking domain is AIR |
{3D119CE0F69388D0}ImportVehicles.conf |
Info
In case of import facilities, additional restrictions (parking type and domain) are configured on the shop backend component (JWK_VehicleImportShopBackendComponent) attached to the location controller entity.
Info
Import facilities offer a limited selection of only a few, selected randomly on every day, vehicles. If you want to test if your vehicle can be selected, you can use the #ff importshop full command while your character is standing near the import facility. This will forcibly populate its inventory with every vehicle that can appear in it.