DayZ 1.24
Loading...
Searching...
No Matches
UpgradeTorchWithLiquidFuel.c
Go to the documentation of this file.
2{
3 override void Init()
4 {
5 m_Name = "#str_upgrade_torch_fuel";
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 //conditions
11 m_MinDamageIngredient[0] = -1;//-1 = disable check
12 m_MaxDamageIngredient[0] = -1;//-1 = disable check
13
14 m_MinQuantityIngredient[0] = -1;//-1 = disable check
15 m_MaxQuantityIngredient[0] = -1;//-1 = disable check
16
17 m_MinDamageIngredient[1] = -1;//-1 = disable check
18 m_MaxDamageIngredient[1] = -1;//-1 = disable check
19
20 m_MinQuantityIngredient[1] = -1;//-1 = disable check
21 m_MaxQuantityIngredient[1] = -1;//-1 = disable check
22 //----------------------------------------------------------------------------------------------------------------------
23
24 //INGREDIENTS
25 //ingredient 1
26 InsertIngredient(0, "Bottle_Base");
27 InsertIngredient(0, "Barrel_ColorBase");
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, "Torch"); //you can insert multiple ingredients this way
37 InsertIngredient(1, "LongTorch"); //you can insert multiple ingredients this way
38
39 m_IngredientAddHealth[1] = 0;// 0 = do nothing
40 m_IngredientSetHealth[1] = -1; // -1 = do nothing
41 m_IngredientAddQuantity[1] = -1;// 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("Torch");//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] = -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)
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
59 override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
60 {
62 FlammableBase item = Torch.Cast(ingredients[1]);
63
64 if (item && vessel && vessel.GetQuantity() > 0 && vessel.IsLiquidContainer()) // Check if torch already has rag and if vessel has liquid in it
65 {
66 if (vessel.GetLiquidType() == LIQUID_GASOLINE || vessel.GetLiquidType() == LIQUID_DIESEL)
67 return item.CanReceiveUpgrade();
68 }
69
70 return false;
71 }
72
73 override void Do(ItemBase ingredients[], PlayerBase player, array<ItemBase> results, float specialty_weight) //gets called upon recipe's completion
74 {
76 FlammableBase item = Torch.Cast(ingredients[1]);
77
78 //torch.ConsumeRag();
79
80 if (item && vessel)
81 item.Upgrade(vessel);
82 }
83};
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()
const int LIQUID_GASOLINE
Definition constants.c:508
const int LIQUID_DIESEL
Definition constants.c:509