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gridis02

Крафты для новых предметов

Приветствую всех поситителей данного форума, и сразу же прошу помощи разобраться с моей проблемой, имеем новый предмет Шпроты в масле и так же их открытую версию.
Проблема в том что я скопировал

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

https://disk.yandex.ru/d/0u3cZnni53Gkng
скрины 

Изменено пользователем gridis02 (история изменений)

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  • 0

ну вот так

class openshprot extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Открыть шпроты";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//animation length in relative time units
		m_Specialty = 0.01;// value > 0 for roughness, value < 0 for precision
		
		m_AnywhereInInventory = false;//is this recipe valid even when neither of the items is in hands
		//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,"Shprota");//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] = true;//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,"Sickle");//you can insert multiple ingredients this way
		InsertIngredient(1,"KukriKnife");
		InsertIngredient(1,"FangeKnife");
		InsertIngredient(1,"Hacksaw");
		InsertIngredient(1,"KitchenKnife");
		InsertIngredient(1,"SteakKnife");
		InsertIngredient(1,"StoneKnife");
		InsertIngredient(1,"CombatKnife");
		InsertIngredient(1,"HuntingKnife");
		InsertIngredient(1,"Machete");
		InsertIngredient(1,"CrudeMachete");
		InsertIngredient(1,"OrientalMachete");
		InsertIngredient(1,"AK_Bayonet");
		InsertIngredient(1,"M9A1_Bayonet");
		InsertIngredient(1,"Mosin_Bayonet");
		InsertIngredient(1,"SKS_Bayonet");
		InsertIngredient(1,"CanOpener");
		InsertIngredient(1,"FarmingHoe");
		InsertIngredient(1,"Shovel");
		InsertIngredient(1,"FieldShovel");
		InsertIngredient(1,"Crowbar");
		InsertIngredient(1,"Hammer");
		InsertIngredient(1,"Wrench");
		InsertIngredient(1,"LugWrench");
		InsertIngredient(1,"Screwdriver");
		InsertIngredient(1,"SledgeHammer");
		InsertIngredient(1,"BaseballBat");
		InsertIngredient(1,"NailedBaseballBat");
		InsertIngredient(1,"BarbedBaseballBat");
		InsertIngredient(1,"PipeWrench");
		InsertIngredient(1,"Pickaxe");
		InsertIngredient(1,"WoodAxe");
		InsertIngredient(1,"FirefighterAxe");
		InsertIngredient(1,"Hatchet");
		InsertIngredient(1,"HandSaw");
		InsertIngredient(1,"Pliers");
		
		m_IngredientAddHealth[1] = -0.5;// 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] = true;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
	//	result1
		AddResult("Shprota_open");//add results here

		m_ResultSetFullQuantity[0] = true;//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
	{
		return true;
	}

	void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
	}
	
	/*void DamageTool(ItemBase tool,PlayerBase player)
	{
		float health_delta = -(tool.GetMaxHealth("","Health") / 40);
		health_delta = Math.Clamp(health_delta,-10,-0.5);
		
		if(health_delta <0) health_delta = player.GetSoftSkillsManager().SubtractSpecialtyBonus(health_delta, m_Specialty);
		else 				health_delta = player.GetSoftSkillsManager().AddSpecialtyBonus(health_delta, m_Specialty);
		tool.AddHealth("","",health_delta);
	}*/
};

 

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        //result1
        //AddResult("Shprota_open");//add results here

а зачем закомментил?

и

    void Do

внутри все убрать

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  • 0

А я даже если ставлю 
AddResult("Shprota_open");//add results here
всё равно нет результата 

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  • 0
18 минут назад, Ewgen сказал:

        //result1
        //AddResult("Shprota_open");//add results here

а зачем закомментил?

и

    void Do

внутри все убрать

Раскоментил AddResult("Shprota_open"); и закоментил всё в voli do, круг стал крутится дольше в игре во время крафта но результата так же нет

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

Изменено пользователем gridis02 (история изменений)

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  • 0
20 минут назад, Ewgen сказал:

        //result1
        //AddResult("Shprota_open");//add results here

а зачем закомментил?

и

    void Do

внутри все убрать

Мне кажется дело либо в entities либо в самом рецепте что то криво

 

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  • 0
14 минут назад, Ewgen сказал:

ну вот так

class openshprot extends RecipeBase { override void Init() { m_Name = "Открыть шпроты"; m_IsInstaRecipe = false;//should this recipe be performed instantly without animation m_AnimationLength = 1;//animation length in relative time units m_Specialty = 0.01;// value > 0 for roughness, value < 0 for precision m_AnywhereInInventory = false;//is this recipe valid even when neither of the items is in hands //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,"Shprota");//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] = true;//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,"Sickle");//you can insert multiple ingredients this way InsertIngredient(1,"KukriKnife"); InsertIngredient(1,"FangeKnife"); InsertIngredient(1,"Hacksaw"); InsertIngredient(1,"KitchenKnife"); InsertIngredient(1,"SteakKnife"); InsertIngredient(1,"StoneKnife"); InsertIngredient(1,"CombatKnife"); InsertIngredient(1,"HuntingKnife"); InsertIngredient(1,"Machete"); InsertIngredient(1,"CrudeMachete"); InsertIngredient(1,"OrientalMachete"); InsertIngredient(1,"AK_Bayonet"); InsertIngredient(1,"M9A1_Bayonet"); InsertIngredient(1,"Mosin_Bayonet"); InsertIngredient(1,"SKS_Bayonet"); InsertIngredient(1,"CanOpener"); InsertIngredient(1,"FarmingHoe"); InsertIngredient(1,"Shovel"); InsertIngredient(1,"FieldShovel"); InsertIngredient(1,"Crowbar"); InsertIngredient(1,"Hammer"); InsertIngredient(1,"Wrench"); InsertIngredient(1,"LugWrench"); InsertIngredient(1,"Screwdriver"); InsertIngredient(1,"SledgeHammer"); InsertIngredient(1,"BaseballBat"); InsertIngredient(1,"NailedBaseballBat"); InsertIngredient(1,"BarbedBaseballBat"); InsertIngredient(1,"PipeWrench"); InsertIngredient(1,"Pickaxe"); InsertIngredient(1,"WoodAxe"); InsertIngredient(1,"FirefighterAxe"); InsertIngredient(1,"Hatchet"); InsertIngredient(1,"HandSaw"); InsertIngredient(1,"Pliers"); m_IngredientAddHealth[1] = -0.5;// 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] = true;// set 'true' to allow modification of the values by softskills on this ingredient //---------------------------------------------------------------------------------------------------------------------- // result1 AddResult("Shprota_open");//add results here m_ResultSetFullQuantity[0] = true;//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 { return true; } void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion { } /*void DamageTool(ItemBase tool,PlayerBase player) { float health_delta = -(tool.GetMaxHealth("","Health") / 40); health_delta = Math.Clamp(health_delta,-10,-0.5); if(health_delta <0) health_delta = player.GetSoftSkillsManager().SubtractSpecialtyBonus(health_delta, m_Specialty); else health_delta = player.GetSoftSkillsManager().AddSpecialtyBonus(health_delta, m_Specialty); tool.AddHealth("","",health_delta); }*/ };


class openshprot extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Открыть шпроты";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//animation length in relative time units
		m_Specialty = 0.01;// value > 0 for roughness, value < 0 for precision
		
		m_AnywhereInInventory = false;//is this recipe valid even when neither of the items is in hands
		//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,"Shprota");//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] = true;//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,"Sickle");//you can insert multiple ingredients this way
		InsertIngredient(1,"KukriKnife");
		InsertIngredient(1,"FangeKnife");
		InsertIngredient(1,"Hacksaw");
		InsertIngredient(1,"KitchenKnife");
		InsertIngredient(1,"SteakKnife");
		InsertIngredient(1,"StoneKnife");
		InsertIngredient(1,"CombatKnife");
		InsertIngredient(1,"HuntingKnife");
		InsertIngredient(1,"Machete");
		InsertIngredient(1,"CrudeMachete");
		InsertIngredient(1,"OrientalMachete");
		InsertIngredient(1,"AK_Bayonet");
		InsertIngredient(1,"M9A1_Bayonet");
		InsertIngredient(1,"Mosin_Bayonet");
		InsertIngredient(1,"SKS_Bayonet");
		InsertIngredient(1,"CanOpener");
		InsertIngredient(1,"FarmingHoe");
		InsertIngredient(1,"Shovel");
		InsertIngredient(1,"FieldShovel");
		InsertIngredient(1,"Crowbar");
		InsertIngredient(1,"Hammer");
		InsertIngredient(1,"Wrench");
		InsertIngredient(1,"LugWrench");
		InsertIngredient(1,"Screwdriver");
		InsertIngredient(1,"SledgeHammer");
		InsertIngredient(1,"BaseballBat");
		InsertIngredient(1,"NailedBaseballBat");
		InsertIngredient(1,"BarbedBaseballBat");
		InsertIngredient(1,"PipeWrench");
		InsertIngredient(1,"Pickaxe");
		InsertIngredient(1,"WoodAxe");
		InsertIngredient(1,"FirefighterAxe");
		InsertIngredient(1,"Hatchet");
		InsertIngredient(1,"HandSaw");
		InsertIngredient(1,"Pliers");
		
		m_IngredientAddHealth[1] = -0.5;// 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] = true;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
	//	result1
		AddResult("Shprota_open");//add results here

		m_ResultSetFullQuantity[0] = true;//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
	{
		return true;
	}

	void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
	}
	
	/*void DamageTool(ItemBase tool,PlayerBase player)
	{
		float health_delta = -(tool.GetMaxHealth("","Health") / 40);
		health_delta = Math.Clamp(health_delta,-10,-0.5);
		
		if(health_delta <0) health_delta = player.GetSoftSkillsManager().SubtractSpecialtyBonus(health_delta, m_Specialty);
		else 				health_delta = player.GetSoftSkillsManager().AddSpecialtyBonus(health_delta, m_Specialty);
		tool.AddHealth("","",health_delta);
	}*/
};

 

Так заработало, но на пол падают, пока пишу этот ответ вижу сам уже в цитате решение m_ResultToInventory[0] надо поменять значение и будут в руках оставаться, спасибо тебе большое друг)

1 час назад, Ewgen сказал:

        //result1
        //AddResult("Shprota_open");//add results here

а зачем закомментил?

и

    void Do

внутри все убрать

Друг а как менять положение предмета в руке а то они криво из пальцев торчат шпроты эти

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