Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • Need help?

    Create a topic in the appropriate section
    Don't write everything in the chat!
  • Take a look at the marketplace

    There you can buy
    everything related to game servers
  • Don't want a ban?

    Please read our rules
    Don't disturb the order!
  • Sell or buy?

    Use services of the guarantor
    We will make your deal safe

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. 

Share this post


Link to post
Share on other sites

1 answer to this question

Recommended Posts




Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you automaticly agree to our Guidelines and Privacy Policy.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.