DayZ 1.24
Loading...
Searching...
No Matches
LoadMagazine.c
Go to the documentation of this file.
1class LoadMagazine extends RecipeBase
2{
3 override void Init()
4 {
5 m_Name = "#load_magazine";
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;// 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, "Ammunition_Base"); //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] = 0;// 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, "Magazine_Base"); //you can insert multiple ingredients this way
37
38
39 m_IngredientAddHealth[1] = 0;// 0 = do nothing
40 m_IngredientSetHealth[1] = -1; // -1 = do nothing
41 m_IngredientAddQuantity[1] = 0;// 0 = do nothing
42 m_IngredientDestroy[1] = false;// false = do nothing
43 m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
44 //----------------------------------------------------------------------------------------------------------------------
45
46 //result1
47 //AddResult("");//add results here
48
49 m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
50 m_ResultSetQuantity[0] = -1;//-1 = do nothing
51 m_ResultSetHealth[0] = -1;//-1 = do nothing
52 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)
53 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)
54 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)
55 m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
56 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
57 }
58
60 {
61 /*if( GetGame().IsServer() && GetGame().IsMultiplayer() ) return;
62 ItemBase ammo;
63 ActionTarget actionTarget;
64 if( item1.IsKindOf("Ammunition_Base") )
65 {
66 ammo = item1;
67 ActionManagerClient mngr = player.GetActionManager();
68
69 actionTarget = new ActionTarget(item1, -1, vector.Zero, -1);
70 mngr.InjectContinuousAction(AT_LOAD_MAGAZINE,actionTarget,player.GetItemInHands());
71 }
72 else
73 {
74 ammo = item2;
75 actionTarget = new ActionTarget(item2, -1, vector.Zero, -1);
76 mngr.InjectContinuousAction(AT_LOAD_MAGAZINE,actionTarget,player.GetItemInHands());
77 }
78 */
79 }
80
81 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
82 {
83 if (ingredients[0].IsKindOf("Ammunition_Base") && ingredients[1].IsKindOf("Ammunition_Base"))
84 return false;
85 else return true;
86
87 }
88
89 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
90 {
91
92 }
93};
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 LoadMagazine.c:3
override void OnSelected(ItemBase item1, ItemBase item2, PlayerBase player)