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  • 0
ZAHA

Помощь с крафтом своих(в моде) вещей

Люди добрые как правильно прописать класс (своего гили в крафт) все перепробывал не работает, может я чет не правильно делаю?


 

class CraftGhillieSuit extends RecipeBase
{    
    override void Init()
    {
        m_Name = "#STR_CraftGhillieSuit0";
        m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
        m_AnimationLength = 1;//animation length in relative time units
        m_Specialty = -0.02;// value > 0 for roughness, value < 0 for precision
        
        
        //conditions
        m_MinDamageIngredient[0] = -1;//-1 = disable check
        m_MaxDamageIngredient[0] = 3;//-1 = disable check
        
        m_MinQuantityIngredient[0] = 4;//-1 = disable check
        m_MaxQuantityIngredient[0] = -1;//-1 = disable check
        
        m_MinDamageIngredient[1] = -1;//-1 = disable check
        m_MaxDamageIngredient[1] = 3;//-1 = disable check
        
        m_MinQuantityIngredient[1] = 10;//-1 = disable check
        m_MaxQuantityIngredient[1] = -1;//-1 = disable check
        //----------------------------------------------------------------------------------------------------------------------
        
        //INGREDIENTS
        //ingredient 1
        InsertIngredient(0,"Netting");//you can insert multiple ingredients this way

        m_IngredientAddHealth[0] = 0;// 0 = do nothing
        m_IngredientSetHealth[0] = -1; // -1 = do nothing
        m_IngredientAddQuantity[0] = -4;// 0 = do nothing
        m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
        m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
        
        //ingredient 2
        InsertIngredient(1,"BurlapStrip");//you can insert multiple ingredients this way
        
        m_IngredientAddHealth[1] = 0;// 0 = do nothing
        m_IngredientSetHealth[1] = -1; // -1 = do nothing
        m_IngredientAddQuantity[1] = -10;// 0 = do nothing
        m_IngredientDestroy[1] = false;// false = do nothing
        m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
        //----------------------------------------------------------------------------------------------------------------------
        
        //result1
        AddResult("SPH_UrbanGhillieSuit");//add results here

        m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
        m_ResultSetQuantity[0] = -1;//-1 = do nothing
        m_ResultSetHealth[0] = -1;//-1 = do nothing
        m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
        m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
        m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
        m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
        m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
    }

    override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
    {
        return true;
    }

    override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
    {
        Debug.Log("Recipe Do method called","recipes");
    }
};

 

Изменено пользователем 123new
вставка кода в обязательный тег для его вставки (история изменений)

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  • 0

Ну хорошо, класс ты создал, а ты его вызвал или добавил где? Надо в RecepieManager добавить этот класс в рецепты еще, по примеру с другими классами

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  • 0

в RecepieManager прописал как стандартный крафт гили, а сюда \4_World\Classes\Recipes дописал в cradt_ghillesuit.c свой класс в финале который получается

(только начинаю со скриптами, так что сильно не пинайте)

class CraftGhillieSuit extends RecipeBase
{	
	override void Init()
	{
		m_Name = "CraftGhillieSuit0";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//animation length in relative time units
		m_Specialty = -0.02;// value > 0 for roughness, value < 0 for precision
		
		
		//conditions
		m_MinDamageIngredient[0] = -1;//-1 = disable check
		m_MaxDamageIngredient[0] = 3;//-1 = disable check
		
		m_MinQuantityIngredient[0] = 4;//-1 = disable check
		m_MaxQuantityIngredient[0] = -1;//-1 = disable check
		
		m_MinDamageIngredient[1] = -1;//-1 = disable check
		m_MaxDamageIngredient[1] = 3;//-1 = disable check
		
		m_MinQuantityIngredient[1] = 10;//-1 = disable check
		m_MaxQuantityIngredient[1] = -1;//-1 = disable check
		//----------------------------------------------------------------------------------------------------------------------
		
		//INGREDIENTS
		//ingredient 1
		InsertIngredient(0,"Netting");//you can insert multiple ingredients this way

		m_IngredientAddHealth[0] = 0;// 0 = do nothing
		m_IngredientSetHealth[0] = -1; // -1 = do nothing
		m_IngredientAddQuantity[0] = -4;// 0 = do nothing
		m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
		m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		
		//ingredient 2
		InsertIngredient(1,"BurlapStrip");//you can insert multiple ingredients this way
		
		m_IngredientAddHealth[1] = 0;// 0 = do nothing
		m_IngredientSetHealth[1] = -1; // -1 = do nothing
		m_IngredientAddQuantity[1] = -10;// 0 = do nothing
		m_IngredientDestroy[1] = false;// false = do nothing
		m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
		//result1
		AddResult("SPH_UrbanGhillieSuit");//add results here

		m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
		m_ResultSetQuantity[0] = -1;//-1 = do nothing
		m_ResultSetHealth[0] = -1;//-1 = do nothing
		m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
		m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
		m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
		m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
		m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
	}

	override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
	{
		return true;
	}

	override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
		Debug.Log("Recipe Do method called","recipes");
	}
};

 

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  • 0
34 минуты назад, ZAHA сказал:

в RecepieManager прописал как стандартный крафт гили, а сюда \4_World\Classes\Recipes дописал в cradt_ghillesuit.c свой класс в финале который получается

(только начинаю со скриптами, так что сильно не пинайте)

class CraftGhillieSuit extends RecipeBase { override void Init() { m_Name = "CraftGhillieSuit0"; m_IsInstaRecipe = false;//should this recipe be performed instantly without animation m_AnimationLength = 1;//animation length in relative time units m_Specialty = -0.02;// value > 0 for roughness, value < 0 for precision //conditions m_MinDamageIngredient[0] = -1;//-1 = disable check m_MaxDamageIngredient[0] = 3;//-1 = disable check m_MinQuantityIngredient[0] = 4;//-1 = disable check m_MaxQuantityIngredient[0] = -1;//-1 = disable check m_MinDamageIngredient[1] = -1;//-1 = disable check m_MaxDamageIngredient[1] = 3;//-1 = disable check m_MinQuantityIngredient[1] = 10;//-1 = disable check m_MaxQuantityIngredient[1] = -1;//-1 = disable check //---------------------------------------------------------------------------------------------------------------------- //INGREDIENTS //ingredient 1 InsertIngredient(0,"Netting");//you can insert multiple ingredients this way m_IngredientAddHealth[0] = 0;// 0 = do nothing m_IngredientSetHealth[0] = -1; // -1 = do nothing m_IngredientAddQuantity[0] = -4;// 0 = do nothing m_IngredientDestroy[0] = false;//true = destroy, false = do nothing m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient //ingredient 2 InsertIngredient(1,"BurlapStrip");//you can insert multiple ingredients this way m_IngredientAddHealth[1] = 0;// 0 = do nothing m_IngredientSetHealth[1] = -1; // -1 = do nothing m_IngredientAddQuantity[1] = -10;// 0 = do nothing m_IngredientDestroy[1] = false;// false = do nothing m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient //---------------------------------------------------------------------------------------------------------------------- //result1 AddResult("SPH_UrbanGhillieSuit");//add results here m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing m_ResultSetQuantity[0] = -1;//-1 = do nothing m_ResultSetHealth[0] = -1;//-1 = do nothing m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients) m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value) m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value) m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value } override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity { return true; } override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion { Debug.Log("Recipe Do method called","recipes"); } };


class CraftGhillieSuit extends RecipeBase
{	
	override void Init()
	{
		m_Name = "CraftGhillieSuit0";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//animation length in relative time units
		m_Specialty = -0.02;// value > 0 for roughness, value < 0 for precision
		
		
		//conditions
		m_MinDamageIngredient[0] = -1;//-1 = disable check
		m_MaxDamageIngredient[0] = 3;//-1 = disable check
		
		m_MinQuantityIngredient[0] = 4;//-1 = disable check
		m_MaxQuantityIngredient[0] = -1;//-1 = disable check
		
		m_MinDamageIngredient[1] = -1;//-1 = disable check
		m_MaxDamageIngredient[1] = 3;//-1 = disable check
		
		m_MinQuantityIngredient[1] = 10;//-1 = disable check
		m_MaxQuantityIngredient[1] = -1;//-1 = disable check
		//----------------------------------------------------------------------------------------------------------------------
		
		//INGREDIENTS
		//ingredient 1
		InsertIngredient(0,"Netting");//you can insert multiple ingredients this way

		m_IngredientAddHealth[0] = 0;// 0 = do nothing
		m_IngredientSetHealth[0] = -1; // -1 = do nothing
		m_IngredientAddQuantity[0] = -4;// 0 = do nothing
		m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
		m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		
		//ingredient 2
		InsertIngredient(1,"BurlapStrip");//you can insert multiple ingredients this way
		
		m_IngredientAddHealth[1] = 0;// 0 = do nothing
		m_IngredientSetHealth[1] = -1; // -1 = do nothing
		m_IngredientAddQuantity[1] = -10;// 0 = do nothing
		m_IngredientDestroy[1] = false;// false = do nothing
		m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
		//result1
		AddResult("SPH_UrbanGhillieSuit");//add results here

		m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
		m_ResultSetQuantity[0] = -1;//-1 = do nothing
		m_ResultSetHealth[0] = -1;//-1 = do nothing
		m_ResultInheritsHealth[0] = -2;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
		m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
		m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
		m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
		m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
	}

	override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
	{
		return true;
	}

	override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
		Debug.Log("Recipe Do method called","recipes");
	}
};

 

то что скинул выше + вот это

modded class PluginRecipesManagerBase extends PluginBase
{
	override void RegisterRecipies()
	{
		super.RegisterRecipies();
		RegisterRecipe(new CraftGhillieSuit);
	}
}

должно по логике работать

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  • 0

попробую тогда, как получится отпишу, и вопрос сам гили и рецепты крафта надо в один мод паковать или нет?

 

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  • 0
57 минут назад, ZAHA сказал:

попробую тогда, как получится отпишу, и вопрос сам гили и рецепты крафта надо в один мод паковать или нет?

 

не обязательно

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