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
  • 0
Evgeniy1983

Как починить палатки?

Доброго времени суток всем.

В общем то суть вопроса в заголовке. Нашли несколько палаток разного качества и ни чем не можем их починить. До 1.08 можно было скотчем или швейным набором чинить После обновления 1.08 перепробовали всё что можно и нельзя, ни чем не чинятся палатки. 

 

Share this post


Link to post
Share on other sites

9 answers to this question

Recommended Posts

  • 1

Такие симптомы если отключить дамаг контейнерам в конфиге. Палатку нельзя не повредить ни починить. Лечится либо возвращением дамага контейнерам, либо модингом

Share this post


Link to post
Share on other sites



  • 0

Я себе сделал через скрипт, чинятся нормально, но....., есть небольшой дефект, текстура не меняется когда чинишь в пристин. 

Share this post


Link to post
Share on other sites
  • 0

Это через рецепт легко сделать

Или экшн

Мы как-то не морочились

Share this post


Link to post
Share on other sites
  • 0
class CraftTent extends RecipeBase
{	
	override void Init()
	{
		m_Name = "#repair";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//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] = -1;//-1 = disable check
		
		m_MinQuantityIngredient[0] = 10;//-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,"DuctTape");//you can insert multiple ingredients this way
		
		m_IngredientAddHealth[0] = 0;// 0 = do nothing
		m_IngredientSetHealth[0] = -1; // -1 = do nothing
		m_IngredientAddQuantity[0] = -10;// 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,"MediumTent");//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] = true;// false = do nothing
		m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
		//result1
		AddResult("MediumTent");//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] = -2;// (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;
	}

	override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
		Debug.Log("Recipe Do method called", "recipes");
	}
};

Это пример как делать через рецепт

Share this post


Link to post
Share on other sites
  • 0
9 часов назад, danisimus сказал:

 


class CraftTent extends RecipeBase
{	
	override void Init()
	{
		m_Name = "#repair";
		m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
		m_AnimationLength = 1;//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] = -1;//-1 = disable check
		
		m_MinQuantityIngredient[0] = 10;//-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,"DuctTape");//you can insert multiple ingredients this way
		
		m_IngredientAddHealth[0] = 0;// 0 = do nothing
		m_IngredientSetHealth[0] = -1; // -1 = do nothing
		m_IngredientAddQuantity[0] = -10;// 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,"MediumTent");//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] = true;// false = do nothing
		m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
		//----------------------------------------------------------------------------------------------------------------------
		
		//result1
		AddResult("MediumTent");//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] = -2;// (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;
	}

	override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
	{
		Debug.Log("Recipe Do method called", "recipes");
	}
};

Это пример как делать через рецепт

А можно чутка точнее. Я недавно начал Станделон ковырять, куда этот код нужно вставить?

 

Edited by Evgeniy1983 (see edit history)

Share this post


Link to post
Share on other sites
  • 0

А можно сделать проще,установить палатку и после починить швейным набором.И  читайте изменения ,внесённые разрабами при выходе очередного патча.

 

Edited by Almi (see edit history)

Share this post


Link to post
Share on other sites
  • 0
5 минут назад, Almi сказал:

А можно сделать проще,установить палатку и после починить швейным набором.

 

Беда в том, что в руках она не чинится, а в установленном виде анимация починки есть, но она так и остается повреждена. При этом швейные наборы тратятся.

Share this post


Link to post
Share on other sites
  • 0

Ищите проблему в сборке сервера,какой то мод  ломает починку.У меня всё работает.Только сейчас попробовал и проверил.Какая палатка?я пробовал на маленькой.

Edited by Almi (see edit history)

Share this post


Link to post
Share on other sites
  • 0

Да, дело было именно в настройках конфига. Отключенный урон по контейнерам не разрешал ломать\чинить палатки. По мимо этого палатки и бочки спавнились в состоянии "нетронуто".

Edited by Evgeniy1983 (see edit history)

Share this post


Link to post
Share on other sites

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.