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class CleanWeapon extends RecipeBase
{
override void Init()
{
m_Name = "#repair";
m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
m_AnimationLength = 1.5;//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] = -1;//-1 = disable check
m_MaxQuantityIngredient[0] = -1;//-1 = disable check
m_MinDamageIngredient[1] = -1;//-1 = disable check
m_MaxDamageIngredient[1] = -1;//-1 = disable check
m_MinQuantityIngredient[1] = -1;//-1 = disable check
m_MaxQuantityIngredient[1] = -1;//-1 = disable check
//----------------------------------------------------------------------------------------------------------------------
//INGREDIENTS
//ingredient 1
InsertIngredient(0,"WeaponCleaningKit");//you can insert multiple ingredients this way
m_IngredientAddHealth[0] = 0;// 0 = do nothing
m_IngredientSetHealth[0] = -1; // -1 = do nothing
m_IngredientAddQuantity[0] = 0;// 0 = do nothing
m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
m_IngredientUseSoftSkills[0] = true;// set 'true' to allow modification of the values by softskills on this ingredient
//ingredient 2
InsertIngredient(1,"DefaultWeapon");
InsertIngredient(1,"DefaultMagazine");
InsertIngredient(1,"ItemSuppressor");
m_IngredientAddHealth[1] = 0;// 0 = do nothing
m_IngredientSetHealth[1] = -1; // -1 = do nothing
m_IngredientAddQuantity[1] = 0;// 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("");//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] = -1;// (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
{
PluginRepairing module_repairing;
Class.CastTo(module_repairing, GetPlugin(PluginRepairing));
ItemBase ingredient1;
Class.CastTo(ingredient1, ingredients[0]);
ItemBase ingredient2;
Class.CastTo(ingredient2, ingredients[1]);
return module_repairing.CanRepair(ingredient1,ingredient2);
}
override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
{
PluginRepairing module_repairing;
Class.CastTo(module_repairing, GetPlugin(PluginRepairing));
PlayerBase playerPB;
Class.CastTo(playerPB, player);
ItemBase ingredient1;
Class.CastTo(ingredient1, ingredients[0]);
ItemBase ingredient2;
Class.CastTo(ingredient2, ingredients[1]);
module_repairing.Repair(playerPB, ingredient1,ingredient2,m_Specialty);
}
};
Помогите с починкой оружия до нетронутого состояния. Не могу добиться чтобы крафта починки оружия с поношеного до нетронутого начал работать.
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