Alright!, so.... just thinking out laud.
You're able to open the Menu, so I can assume that the variable
crafting_menu_open = false; was indeed set somewhere...
The requirements for the Crafting Menu to open require you to look into a fire and be within a close range of that fire afterwards...
Sure, its a bit ugly, but it will work.. I say ugly because you'll have to make a new block for each restriction you want to have.
Lets say in order to create a wire kit, you must have a tool box.
Within the oven.sqf
just under this part:
// get all the parameters
_parameters = _this select...
Yup, Probably the easiest way to do this is to just rename the part for the output message of required parts. This way you dont need to edit all of the menus and what not.
In the oven.sqf, find this:
// the players gear does not match
_neededString = [];
{
_itemClass3 = _x select 1;
_itemQty3...
You probably need to add this:
player removeAction s_player_smeltItems;
s_player_smeltItems = -1;
near the bottom of of the fn_selfActions, (You will see a large list of different varations of variables following this pattern, add it in there.).
Are
you runnning the blur anti-hax or another anti-hax maybe? You need to add the allowed action override along with the repair s_player_repairActions as mentioned in a previous post.
If thats not the case, please check that you have the proper directory structure and files linked together.
Hi, the items are 100% customization to your hearts content, you can even add more "Categories" and follow the structure just like adding industrial, or survival, or weapons. And within each category, you can customize each menu addition/add or remove them as well.
Essentially, you need to...
I just did this for a Panthera server:
Server Side PBO:
This may differ depending on the mod, so I suggest you open each file and do a search:
You're looking for this: configFile >> "CfgBuildingLoot" ... According to arma 2 wiki, configFile looks into the mods folder root. so replace that...
Sorry, i'm not familiar with the anti-hacks your using, but you get the point I was trying to make?
The action menu was added to an array within that array, where as the actual crafting menus were added outside the inner array.
You'l need to merge some menu actions differently. Some are "Arrays" similar to the repair option, and some are singular Actions, here is an example:
_dayzActions = s_player_repairActions + s_player_removeActions + manatee_craft_menu + manatee_craft_menu_wea + manatee_craft_menu_sur +...
Help & discussion for Crafting System takes place here...
just add it as the last line:
crafting_menu_open = false;
or if you're using a custom variables.sqf, you can add it to a long list of already predefined variables.
Post 2 of 2.
Again we can see that the sub menus all simply pass a parameters of [[What you Get],[What you need]].
As a weapon, you can convert weapons using materials, i.e. svd + ghilli = svd camo or create satchels with grenades etc.
weapons.sqf:
// parameter format, array of:
// output...
POST 1 of 2.
Hello, long time viewer, but here is my first contribution back to the community. I initially did these modifications to Manatees server, so many of the variables are named as such.
First off, special thanks to the original crafting system that was posted on these forums, sorry...
I know the feeling, just dont stress hard enough to get bald... LOL.
anyway, not to push anything but I wrote a little bit of code that you might be interested in integrating.
I've seen for example the Player Gear editor screen where there is a GPS, but the admin cannot edit the GPS...
Hi, just my thoughts on your coordinates issue.
I believe the coordinates that Manatee posted Are correct, I have placed my character at the described positions manually from the game DB
For example, the North End of Highway 7.
POSITION=[5035.2646, 12151.317, -6.1988831e-006]
so Manatee...
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