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sayfer

Покраска бронежилетов

Приветствую всех, прописал крафт покраски бронежилетов, все работает идеально *почти*, когда крашу обычную плитку черным баллончиком в черный, я могу еще раз покрасить черную плиту этим же черным баллончиком, что может быть не так?

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@sayfer  Попробуй вместо
InsertIngredient(0,"Spraycan_Green")
InsertIngredient(0,"Spraycan_Black");

  использовать 
InsertIngredient(0,"Spraycan_ColorBase
")

А так да, самый просто способ прописать if else

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В bool CanDo добавить условие. Если предмет уже является - InsertIngredient(1) то return false

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3 часа назад, alex_good_kaban сказал:

В bool CanDo добавить условие. Если предмет уже является - InsertIngredient(1) то return false

спасибо за ответ, сейчас исправил, буду пробовать

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не работает, или я что-то сделал неправильно, знатоки, прошу помощи 
 

	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[1], PlayerBase player)
	{
		return false);
	}

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

 

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Вот тебе код с первого попавшегося мода в steam
Я же говорю напиши условие в Cando
 

Скрытый текст

class BalaclavaMask extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Paint It ";
		m_IsInstaRecipe = false;//shold 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");
		InsertIngredient(0,"MoreSpraycan_Blue");
		InsertIngredient(0,"MoreSpraycan_Pink");
		InsertIngredient(0,"MoreSpraycan_White");





		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] = true;// set 'true' to allow modification of the values by softskills on this ingredient
		
		//ingredient 2
		InsertIngredient(1,"BalaclavaMask_Black");
		InsertIngredient(1,"BalaclavaMask_Blackskull");
		InsertIngredient(1,"BalaclavaMask_Beige");
		InsertIngredient(1,"BalaclavaMask_Blue");
		InsertIngredient(1,"BalaclavaMask_Green");
		InsertIngredient(1,"BalaclavaMask_Pink");
		InsertIngredient(1,"BalaclavaMask_White");

		

		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
		
	}

	override bool CanDo(ItemBase ingredients[], PlayerBase player)
	{
		return PaintItem.CanPaintItem(ingredients[0], ingredients[1]);
	}

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

 

 

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15 минут назад, alex_good_kaban сказал:

Вот тебе код с первого попавшегося мода в steam
Я же говорю напиши условие в Cando
 

  Скрыть содержимое

class BalaclavaMask extends RecipeBase { override void Init() { m_Name = "Paint It "; m_IsInstaRecipe = false;//shold 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"); InsertIngredient(0,"MoreSpraycan_Blue"); InsertIngredient(0,"MoreSpraycan_Pink"); InsertIngredient(0,"MoreSpraycan_White"); 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] = true;// set 'true' to allow modification of the values by softskills on this ingredient //ingredient 2 InsertIngredient(1,"BalaclavaMask_Black"); InsertIngredient(1,"BalaclavaMask_Blackskull"); InsertIngredient(1,"BalaclavaMask_Beige"); InsertIngredient(1,"BalaclavaMask_Blue"); InsertIngredient(1,"BalaclavaMask_Green"); InsertIngredient(1,"BalaclavaMask_Pink"); InsertIngredient(1,"BalaclavaMask_White"); 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 } override bool CanDo(ItemBase ingredients[], PlayerBase player) { return PaintItem.CanPaintItem(ingredients[0], ingredients[1]); } override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight) { PaintItem.Paint(ingredients[0], ingredients[1], "BalaclavaMask", player, specialty_weight); } };



class BalaclavaMask extends RecipeBase
{	
	override void Init()
	{
		m_Name = "Paint It ";
		m_IsInstaRecipe = false;//shold 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");
		InsertIngredient(0,"MoreSpraycan_Blue");
		InsertIngredient(0,"MoreSpraycan_Pink");
		InsertIngredient(0,"MoreSpraycan_White");





		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] = true;// set 'true' to allow modification of the values by softskills on this ingredient
		
		//ingredient 2
		InsertIngredient(1,"BalaclavaMask_Black");
		InsertIngredient(1,"BalaclavaMask_Blackskull");
		InsertIngredient(1,"BalaclavaMask_Beige");
		InsertIngredient(1,"BalaclavaMask_Blue");
		InsertIngredient(1,"BalaclavaMask_Green");
		InsertIngredient(1,"BalaclavaMask_Pink");
		InsertIngredient(1,"BalaclavaMask_White");

		

		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
		
	}

	override bool CanDo(ItemBase ingredients[], PlayerBase player)
	{
		return PaintItem.CanPaintItem(ingredients[0], ingredients[1]);
	}

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

 

 

{	
	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
		
	}

	override bool CanDo(ItemBase ingredients[], PlayerBase player)
	{
		return PaintItem.CanPaintItem(ingredients[0], ingredients[1]);
	}

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

Ну написал по аналогии с этим конфигом, я не настолько тупой, уже пробовал, и брал примеры других кфг, но почему то исход тот жеimage.png.52d497c1a6605402b4fc2308753cb3d3.pngimage.png.06ac99814d6175875ace0d2a38c7102a.png

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3 часа назад, sayfer сказал:

я не настолько тупой,

По этому ты в Cando написал
 

 

4 часа назад, sayfer сказал:

return false);


Хотя я тебе написал что там нужно указать условие Если предмет уже является такого же цвета как и цвет используемого балончика то return false, иначе true.

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24 минуты назад, alex_good_kaban сказал:

По этому ты в Cando написал
 

 


Хотя я тебе написал что там нужно указать условие Если предмет уже является такого же цвета как и цвет используемого балончика то return false, иначе true.

Если  Вы скриптер от Бога, милости прошу написать пример кода, и прикрепить его, а то такое ощущение, что про условие где-то увидели, и твердите теперь всем подряд

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19 часов назад, alex_good_kaban сказал:

А при чем тут скриптер от бога? Начальные If Else уж знать нужно. 

хочешь сказать, если половина крафтов работает адекватно, вторая половина нет,  нужно прописывать if, else?

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7 часов назад, alex_good_kaban сказал:

@sayfer  Попробуй вместо
InsertIngredient(0,"Spraycan_Green")
InsertIngredient(0,"Spraycan_Black");

  использовать 
InsertIngredient(0,"Spraycan_ColorBase
")

А так да, самый просто способ прописать if else

Попробую, спасибо @alex_good_kaban

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