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inventrum

Быстрое строительство и крафт строймата.

В поиске по форуму не нашел. Суть вот в чем: где найти параметры, отвечающие за время и количество анимаций при крафте стройматериалов и самого строительства? Хочется немного сократить время на эти действия, как, например, при быстрой торговле.



А, вот уже нашел, тэги бы поточнее...

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Всем привет! так где нашёл? напиши пожалуйста.

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Всем привет! так где нашёл? напиши пожалуйста.

 

 

Перекинь файл player_craftItem.sqf в мпмиссион ( путь к файлу \z\addons\dayz_code\actions\player_craftItem.sqf"; ) ,измени к нему путь в compiles.sqf

 

внутри файла player_craftItem.sqf :

 

 

 

1./*
2.        DayZ Epoch Crafting 0.3
3.        Modified By [GG] Gr8Boi for no animation
4.        Made for DayZ Epoch && Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
5.        Thanks to thevisad for help with the spawn call fixes.
6. 
7.USAGE EXAMPLE:
8.class ItemActions
9.{
10.        class Crafting
11.        {
12.                text = "Craft Tent";
13.                script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;"; // [Class of itemaction,CfgMagazines || CfgWeapons, item]
14.                neednearby[] = {"workshop","fire"};
15.                requiretools[] = {"ItemToolbox","ItemKnife"}; // (cfgweapons only)
16.                output[] = {{"ItemTent",1}}; // (CfgMagazines, qty)
17.                input[] = {{"ItemCanvas",2},{"ItemPole",2}}; // (CfgMagazines, qty)
18.                inputstrict = true; // (CfgMagazines input without inheritsFrom) Optional
19.                inputweapons[] = {"ItemToolbox"}; // consume toolbox (cfgweapons only)
20.                outputweapons[] = {"ItemToolbox"}; // return toolbox (cfgweapons only)
21.        };
22.};
23.*/
24.private ["_tradeComplete","_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_selectedRecipeInputStrict","_num_removed","_removed_total","_temp_removed_array","_abort","_waterLevel","_waterLevel_lowest","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_item","_baseClass","_num_removed_weapons","_outputWeapons","_inputWeapons","_randomOutput","_craft_doLoop","_selectedWeapon","_selectedMag","_sfx"];
25. 
26.if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_63") , "PLAIN DOWN"]; };
27.DZE_ActionInProgress = true;
28. 
29.// This is used to find correct recipe based what itemaction was click allows multiple recipes per item.
30._crafting = _this select 0;
31. 
32.// This tells the script what type of item we are clicking on
33._baseClass = _this select 1;
34. 
35._item =  _this select 2;
36. 
37._abort = false;
38._distance = 3;
39._reason = "";
40._waterLevel = 0;
41._outputWeapons = [];
42._selectedRecipeOutput = [];
43._onLadder =     (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
44._canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
45. 
46.// Need Near Requirements
47._needNear = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "neednearby");
48.if("fire" in _needNear) then {
49.        _isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
50.        if(_isNear == 0) then {
51.                _abort = true;
52.                _reason = "fire";
53.        };
54.};
55.if("workshop" in _needNear) then {
56.        _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
57.        if(_isNear == 0) then {
58.                _abort = true;
59.                _reason = "workshop";
60.        };
61.};
62.if(_abort) exitWith {
63.        cutText [format[(localize "str_epoch_player_149"),_reason,_distance], "PLAIN DOWN"];
64.        DZE_ActionInProgress = false;
65.};
66. 
67.// diag_log format["Checking for fire: %1", _isFireNear];
68. 
69.if (_canDo) then {
70. 
71.        _selectedRecipeTools = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "requiretools");
72.        _selectedRecipeOutput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "output");
73.        _selectedRecipeInput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "input");
74.        _selectedRecipeInputStrict = if ((isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict")) && (getNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict") > 0)) then {true} else {false};
75.        _outputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "outputweapons");
76.        _inputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputweapons");
77. 
78.        _sfx = getText(configFile >> _baseClass >> _item >> "sfx");
79.        if(_sfx == "") then {
80.                _sfx = "repair";
81.        };
82. 
83.        _randomOutput = 0;
84.        if(isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "randomOutput")) then {
85.                _randomOutput = getNumber(configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "randomOutput");
86.        };
87. 
88.        _craft_doLoop = true;
89.        _tradeComplete = 0;
90. 
91.        while {_craft_doLoop} do {
92. 
93.                _temp_removed_array = [];
94. 
95.                _missing = "";
96.                _missingTools = false;
97.                {
98.                        _hastoolweapon = _x in weapons player;
99.                        if(!_hastoolweapon) exitWith { _craft_doLoop = false; _missingTools = true; _missing = _x; };
100.                } forEach _selectedRecipeTools;
101. 
102.                if(!_missingTools) then {
103. 
104. 
105.                        // Dry run to see if all parts are available.
106.                        _proceed = true;
107.                        if (count _selectedRecipeInput > 0) then {
108.                                {
109.                                        _itemIn = _x select 0;
110.                                        _countIn = _x select 1;
111. 
112.                                        _qty = { (_x == _itemIn) || (!_selectedRecipeInputStrict && configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
113. 
114.                                        if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
115. 
116.                                } forEach _selectedRecipeInput;
117.                        };
118. 
119.                        // If all parts proceed
120.                        if (_proceed) then {
121. 
122.                                cutText [(localize "str_epoch_player_62"), "PLAIN DOWN"];
123. 
124. 
125.                                        _removed_total = 0; // count total of removed items
126.                                        _tobe_removed_total = 0; // count total of all to be removed items
127.                                        _waterLevel_lowest = 0; // find the lowest _waterLevel
128.                                        // Take items
129.                                        {
130.                                                _removed = 0;
131.                                                _itemIn = _x select 0;
132.                                                _countIn = _x select 1;
133.                                                // diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
134.                                                _tobe_removed_total = _tobe_removed_total + _countIn;
135. 
136.                                                // Preselect the item
137.                                                {
138.                                                        _configParent = configName(inheritsFrom(configFile >> "cfgMagazines" >> _x));
139.                                                        if ((_x == _itemIn) || (!_selectedRecipeInputStrict && _configParent == _itemIn)) then {
140.                                                                // Get lowest waterlevel
141.                                                                if ((_x == "ItemWaterbottle") ||( _configParent == "ItemWaterbottle")) then {
142.                                                                        _waterLevel = floor((getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz")) - 1);
143.                                                                        if (_waterLevel_lowest == 0 || _waterLevel < _waterLevel_lowest) then {
144.                                                                                _waterLevel_lowest = _waterLevel;
145.                                                                        };
146.                                                                };
147.                                                        };
148.                                                } forEach magazines player;
149. 
150.                                                {
151.                                                        _configParent = configName(inheritsFrom(configFile >> "cfgMagazines" >> _x));
152.                                                        if( (_removed < _countIn) && ((_x == _itemIn) || (!_selectedRecipeInputStrict && _configParent == _itemIn))) then {
153.                                                                if ((_waterLevel_lowest == 0) || ((_waterLevel_lowest > 0) && (getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz") == _waterLevel_lowest))) then {
154.                                                                        _num_removed = ([player,_x] call BIS_fnc_invRemove);
155.                                                                }
156.                                                                else {
157.                                                                        _num_removed = 0;
158.                                                                };
159.                                                                _removed = _removed + _num_removed;
160.                                                                _removed_total = _removed_total + _num_removed;
161.                                                                if(_num_removed >= 1) then {
162.                                                                        //diag_log format["debug remove: %1 of: %2", _configParent, _x];
163.                                                                        if (_x == "ItemWaterbottle" || _configParent == "ItemWaterbottle") then {
164.                                                                                _waterLevel = floor((getNumber(configFile >> "CfgMagazines" >> _x >> "wateroz")) - 1);
165.                                                                        };
166.                                                                        _temp_removed_array set [count _temp_removed_array,_x];
167.                                                                };
168.                                                        };
169.                                                } forEach magazines player;
170. 
171.                                        } forEach _selectedRecipeInput;
172. 
173.                                        //diag_log format["removed: %1 of: %2", _removed, _tobe_removed_total];
174. 
175.                                        // Only proceed if all parts were removed successfully
176.                                        if(_removed_total == _tobe_removed_total) then {
177.                                                _num_removed_weapons = 0;
178.                                                {
179.                                                        _num_removed_weapons = _num_removed_weapons + ([player,_x] call BIS_fnc_invRemove);
180.                                                } forEach _inputWeapons;
181.                                                if (_num_removed_weapons == (count _inputWeapons)) then {
182.                                                        if(_randomOutput == 1) then {
183.                                                                if (!isNil "_outputWeapons" && count _outputWeapons > 0) then {
184.                                                                        _selectedWeapon = _outputWeapons call BIS_fnc_selectRandom;
185.                                                                        _outputWeapons = [_selectedWeapon];
186.                                                                };
187.                                                                if (!isNil "_selectedRecipeOutput" && count _selectedRecipeOutput > 0) then {
188.                                                                        _selectedMag = _selectedRecipeOutput call BIS_fnc_selectRandom;
189.                                                                        _selectedRecipeOutput = [_selectedMag];
190.                                                                };
191.                                                                // exit loop
192.                                                                _craft_doLoop = false;
193.                                                        };
194.                                                        {
195.                                                                player addWeapon _x;
196.                                                        } forEach _outputWeapons;
197.                                                        {
198. 
199.                                                                _itemOut = _x select 0;
200.                                                                _countOut = _x select 1;
201. 
202.                                                                if (_itemOut == "ItemWaterbottleUnfilled") then {
203. 
204.                                                                        if (_waterLevel > 0) then {
205.                                                                                _itemOut = format["ItemWaterbottle%1oz",_waterLevel];
206.                                                                        };
207. 
208.                                                                };
209. 
210.                                                                // diag_log format["Checking for water level: %1", _waterLevel];
211. 
212.                                                                for "_x" from 1 to _countOut do {
213.                                                                        player addMagazine _itemOut;
214.                                                                };
215. 
216.                                                                _textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
217. 
218.                                                                // Add crafted item
219.                                                                cutText [format[(localize "str_epoch_player_150"),_textCreate,_countOut], "PLAIN DOWN"];
220.                                                                // sleep here
221.                                                                sleep 1;
222. 
223.                                                        } forEach _selectedRecipeOutput;
224. 
225.                                                        _tradeComplete = _tradeComplete+1;
226.                                                };
227. 
228.                                        } else {
229.                                                // Refund parts since we failed
230.                                                {player addMagazine _x; } forEach _temp_removed_array;
231. 
232.                                                cutText [format[(localize "str_epoch_player_151"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
233.                                        };
234. 
235.                        } else {
236.                                _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
237.                                cutText [format[(localize "str_epoch_player_152"),_missingQty, _textMissing,_tradeComplete], "PLAIN DOWN"];
238.                                _craft_doLoop = false;
239.                        };
240.                } else {
241.                        _textMissing = getText(configFile >> "CfgWeapons" >> _missing >> "displayName");
242.                        cutText [format[(localize "STR_EPOCH_PLAYER_137"),_textMissing], "PLAIN DOWN"];
243.                        _craft_doLoop = false;
244.                };
245.        };
246.} else {
247.        cutText [(localize "str_epoch_player_64"), "PLAIN DOWN"];
248.};
249.DZE_ActionInProgress = false; 

 

 

 

Edited by Bandit3 (see edit history)

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Bandit3 Спасибо помог +1 


Вот бы ещё подсказал где разбор мусора и машин ускорить :)


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