DayZ 1.24
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DeCraftGhillieHood.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#STR_breakdown0";
6 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7 m_AnimationLength = 1;//animation length in relative time units
8 m_Specialty = 0.02;// value > 0 for roughness, value < 0 for precision
9
10
11 //conditions
12 m_MinDamageIngredient[0] = -1;//-1 = disable check
13 m_MaxDamageIngredient[0] = 3;//-1 = disable check
14
15 m_MinQuantityIngredient[0] = -1;//-1 = disable check
16 m_MaxQuantityIngredient[0] = -1;//-1 = disable check
17
18 m_MinDamageIngredient[1] = -1;//-1 = disable check
19 m_MaxDamageIngredient[1] = 3;//-1 = disable check
20
21 m_MinQuantityIngredient[1] = -1;//-1 = disable check
22 m_MaxQuantityIngredient[1] = -1;//-1 = disable check
23
24 //----------------------------------------------------------------------------------------------------------------------
25
26 //INGREDIENTS
27 //ingredient 1
28 InsertIngredient(0, "GhillieHood_Tan"); //you can insert multiple ingredients this way
29 InsertIngredient(0, "GhillieHood_Woodland"); //you can insert multiple ingredients this way
30 InsertIngredient(0, "GhillieHood_Mossy"); //you can insert multiple ingredients this way
31
32 m_IngredientAddHealth[0] = 0;// 0 = do nothing
33 m_IngredientSetHealth[0] = -1; // -1 = do nothing
34 m_IngredientAddQuantity[0] = 0;// 0 = do nothing
35 m_IngredientDestroy[0] = true;//true = destroy, false = do nothing
36 m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
37
38 //ingredient 2
39 InsertIngredient(1, "Sickle"); //you can insert multiple ingredients this way
40 InsertIngredient(1, "KukriKnife");
41 InsertIngredient(1, "FangeKnife");
42 InsertIngredient(1, "Hacksaw");
43 InsertIngredient(1, "HandSaw");
44 InsertIngredient(1, "KitchenKnife");
45 InsertIngredient(1, "SteakKnife");
46 InsertIngredient(1, "HayHook");
47 InsertIngredient(1, "StoneKnife");
48 InsertIngredient(1, "Cleaver");
49 InsertIngredient(1, "CombatKnife");
50 InsertIngredient(1, "HuntingKnife");
51 InsertIngredient(1, "Machete");
52 InsertIngredient(1, "CrudeMachete");
53 InsertIngredient(1, "OrientalMachete");
54 InsertIngredient(1, "Screwdriver");
55 InsertIngredient(1, "Crowbar");
56 InsertIngredient(1, "Pickaxe");
57 InsertIngredient(1, "WoodAxe");
58 InsertIngredient(1, "Hatchet");
59 InsertIngredient(1, "FirefighterAxe");
60 InsertIngredient(1, "Sword");
61 InsertIngredient(1, "AK_Bayonet");
62 InsertIngredient(1, "M9A1_Bayonet");
63 InsertIngredient(1, "Mosin_Bayonet");
64 InsertIngredient(1, "SKS_Bayonet");
65 InsertIngredient(1, "BoneKnife");
66
67 m_IngredientAddHealth[1] = -5;// 0 = do nothing
68 m_IngredientSetHealth[1] = -1; // -1 = do nothing
69 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
70 m_IngredientDestroy[1] = false;// false = do nothing
71 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
72
73 //----------------------------------------------------------------------------------------------------------------------
74
75 //result1
76 AddResult("Netting");//add results here
77
78 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
79 m_ResultSetQuantity[0] = 1;//-1 = do nothing
80 m_ResultSetHealth[0] = -1;//-1 = do nothing
81 m_ResultInheritsHealth[0] = 0;// (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)
82 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)
83 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)
84 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
85 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
86
87 //result2
88 AddResult("BurlapStrip");//add results here
89
90 m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
91 m_ResultSetQuantity[1] = 1;// -1 = do nothing
92 m_ResultSetHealth[1] = -1;// -1 = do nothing
93 m_ResultInheritsHealth[1] = 0;// (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)
94 m_ResultInheritsColor[1] = -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)
95 m_ResultToInventory[1] = false;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
96 m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result
97 m_ResultReplacesIngredient[1] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
98 //----------------------------------------------------------------------------------------------------------------------
99 }
100
101 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
102 {
103 return true;
104 }
105
106 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
107 {
108 Debug.Log("Recipe Do method called", "recipes");
109 }
110};
string m_Name
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:133
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()