DayZ 1.24
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ExtinguishTorch.c
Go to the documentation of this file.
1class ExtinguishTorch extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#extinguish";
6 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7 m_AnimationLength = 0.5;//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 //TODO SS 2.0 should modify MinQuantity of liquid
21 m_MinQuantityIngredient[1] = 100;//-1 = disable check
22 m_MaxQuantityIngredient[1] = -1;//-1 = disable check
23 //----------------------------------------------------------------------------------------------------------------------
24
25 //INGREDIENTS
26 //ingredient 1
27 InsertIngredient(0, "Torch"); //you can insert multiple ingredients this way
28 InsertIngredient(0, "Broom"); //you can insert multiple ingredients this way
29
30 m_IngredientAddHealth[0] = 0;// 0 = do nothing
31 m_IngredientSetHealth[0] = -1; // -1 = do nothing
32 m_IngredientAddQuantity[0] = 0;// 0 = do nothing
33 m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
34 m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
35
36 //ingredient 2
37 InsertIngredient(1, "Pot"); //you can insert multiple ingredients this way
38 InsertIngredient(1, "CanisterGasoline"); //you can insert multiple ingredients this way
39 InsertIngredient(1, "DisinfectantAlcohol"); //you can insert multiple ingredients this way
40 InsertIngredient(1, "Canteen"); //you can insert multiple ingredients this way
41 InsertIngredient(1, "WaterBottle"); //you can insert multiple ingredients this way
42 InsertIngredient(1, "Vodka"); //you can insert multiple ingredients this way
43 InsertIngredient(1, "WaterPouch_ColorBase"); //you can insert multiple ingredients this way
44 InsertIngredient(1, "Barrel_ColorBase"); //you can insert multiple ingredients this way
45
46 m_IngredientAddHealth[1] = 0;// 0 = do nothing
47 m_IngredientSetHealth[1] = -1; // -1 = do nothing
48 m_IngredientAddQuantity[1] = -100;// 0 = do nothing
49 m_IngredientDestroy[1] = false;// false = do nothing
50 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
51 //----------------------------------------------------------------------------------------------------------------------
52
53 //result1
54 //AddResult("");//add results here
55
56 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
57 m_ResultSetQuantity[0] = -1;//-1 = do nothing
58 m_ResultSetHealth[0] = -1;//-1 = do nothing
59 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)
60 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)
61 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)
62 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
63 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
64 }
65
66 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
67 {
71
73 return target.IsIgnited();
74 return false;
75 }
76
77 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
78 {
81 if (ingredient1.HasEnergyManager())
82 {
83 ingredient1.GetCompEM().SwitchOff();
84 ingredient1.SetWetMax();
85 }
86 }
87};
string m_Name
Super root of all classes in Enforce script.
Definition EnScript.c:11
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int GROUP_LIQUID_BLOOD
Definition constants.c:514
const int LIQUID_BEER
Definition constants.c:507
const int LIQUID_WATER
Definition constants.c:504
const int LIQUID_RIVERWATER
Definition constants.c:505