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sayfer

Крафты

Приветствую всех, такая проблема, прописан крафт на покраску плитников (черный/зеленый), все работает идеально, но почему то плиту можно покрасить повторно, (черную плиту черной краской еще раз, зеленую по аналогии также можно покрасить зеленой краской) Могу ли я как то это пофиксить? Код прилагаю ниже: 
 

class INF_PaintPlateC extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Покрасить бронежилет";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 0.5;//animation length in relative time units
		m_Specialty = 0.01;// 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] = 25;//-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] = -1;//-1 = disable check
		m_MaxQuantityIngredient[1] = -1;//-1 = disable check
		//----------------------------------------------------------------------------------------------------------------------
		
		//INGREDIENTS
		//ingredient 1
		InsertIngredient(0,"Spraycan_Green");//you can insert multiple ingredients this way
		InsertIngredient(0,"Spraycan_Black");
		
		m_IngredientAddHealth[0] = 0;// 0 = do nothing
		m_IngredientSetHealth[0] = -1; // -1 = do nothing
		m_IngredientAddQuantity[0] = -25;// 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,"PlateCarrierVest");//you can insert multiple ingredients this way
		InsertIngredient(1,"PlateCarrierVest_Black");//you can insert multiple ingredients this way
		InsertIngredient(1,"PlateCarrierVest_Green");//you can insert multiple ingredients this way
		
		
		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("M4A1_");//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] = 0;// (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)
	{
		return true;
	}

	override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)
	{
		PaintItem.Paint(ingredients[0], ingredients[1], "PlateCarrierVest", player, specialty_weight);
	}
};

 

Edited by sayfer (see edit history)

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2 answers to this question

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Так потому что они все (броники) и указаны у тебя вторым ингредиентом. Если хочешь норм проверку сделать то модь CanDo и сделай проверку типа если ингредиент 1 чёрная краска, а ингредиент 2 чёрный бронежилет то false и тд. 

 

ItemBase spray = ItemBase.Cast(ingredients[0]);

ItemBase vest = ItemBase.Cast(ingredients[1]);

if (spray.GetType() == "Spraycan_Black" && vest.GetType == "PlateCarrierVest_Black") 

{

return false;

if (spray.GetType() == "Spraycan_Green" && (vest.GetType == "PlateCarrierVest_Green" || vest.GetType == "PlateCarrierVest_Black" )) 

{

return false;

}

return true;

 

Как-то так, пишу с телефона, мог гденибудь ошибиться 

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17 минут назад, AlAzrael сказал:

Так потому что они все (броники) и указаны у тебя вторым ингредиентом. Если хочешь норм проверку сделать то модь CanDo и сделай проверку типа если ингредиент 1 чёрная краска, а ингредиент 2 чёрный бронежилет то false и тд. 

 

ItemBase spray = ItemBase.Cast(ingredients[0]);

ItemBase vest = ItemBase.Cast(ingredients[1]);

if (spray.GetType() == "Spraycan_Black" && vest.GetType == "PlateCarrierVest_Black") 

{

return false;

if (spray.GetType() == "Spraycan_Green" && (vest.GetType == "PlateCarrierVest_Green" || vest.GetType == "PlateCarrierVest_Black" )) 

{

return false;

}

return true;

 

Как-то так, пишу с телефона, мог гденибудь ошибиться 

сейчас попробую

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