DayZ 1.24
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SawWoodenLog.c
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1class SawWoodenLog extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#STR_sawwoodenlog0";
6 m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7 m_AnimationLength = 2;//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 //INGREDIENTS
26 //ingredient 1
27 InsertIngredient(0, "WoodenLog"); //you can insert multiple ingredients this way
28
29 m_IngredientAddHealth[0] = 0;// 0 = do nothing
30 m_IngredientSetHealth[0] = -1; // -1 = do nothing
31 m_IngredientAddQuantity[0] = -1;// 0 = do nothing
32 m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
33 m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
34
35 //ingredient 2
36 InsertIngredient(1, "Hacksaw"); //you can insert multiple ingredients this way
37 InsertIngredient(1, "HandSaw"); //you can insert multiple ingredients this way
38 InsertIngredient(1, "WoodAxe"); //you can insert multiple ingredients this way
39 InsertIngredient(1, "Hatchet"); //you can insert multiple ingredients this way
40 InsertIngredient(1, "FirefighterAxe"); //you can insert multiple ingredients this way
41
42 m_IngredientAddHealth[1] = -10;// 0 = do nothing
43 m_IngredientSetHealth[1] = -1; // -1 = do nothing
44 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
45 m_IngredientDestroy[1] = false;// false = do nothing
46 m_IngredientUseSoftSkills[1] = true;// set 'true' to allow modification of the values by softskills on this ingredient
47
48 //----------------------------------------------------------------------------------------------------------------------
49
50 //result1
51 AddResult("Firewood");//add results here
52
53 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
54 m_ResultSetQuantity[0] = -1;//-1 = do nothing
55 m_ResultSetHealth[0] = -1;//-1 = do nothing
56 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)
57 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)
58 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)
59 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
60 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
61
62 //result2
63 AddResult("Firewood");//add results here
64
65 m_ResultSetFullQuantity[1] = false;//true = set full quantity, false = do nothing
66 m_ResultSetQuantity[1] = -1;//-1 = do nothing
67 m_ResultSetHealth[1] = -1;//-1 = do nothing
68 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)
69 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)
70 m_ResultToInventory[1] = -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)
71 m_ResultUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this result
72 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
73
74 //result3
75 AddResult("Firewood");//add results here
76
77 m_ResultSetFullQuantity[2] = false;//true = set full quantity, false = do nothing
78 m_ResultSetQuantity[2] = -1;//-1 = do nothing
79 m_ResultSetHealth[2] = -1;//-1 = do nothing
80 m_ResultInheritsHealth[2] = 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)
81 m_ResultInheritsColor[2] = -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)
82 m_ResultToInventory[2] = -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)
83 m_ResultUseSoftSkills[2] = false;// set 'true' to allow modification of the values by softskills on this result
84 m_ResultReplacesIngredient[2] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value //----------------------------------------------------------------------------------------------------------------------
85 }
86
87 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
88 {
89 return true;
90 }
91
92 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
93 {
94 }
95};
string m_Name
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
override void Init()
Definition SawWoodenLog.c:3